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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.IO;
- using System.Threading;
- using System.Collections;
- using System.Collections.Generic;
- using System.Runtime.Serialization;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.ScriptEngine.Shared
- {
- [Serializable]
- public class EventAbortException : Exception
- {
- public EventAbortException()
- {
- }
- protected EventAbortException(
- SerializationInfo info,
- StreamingContext context)
- {
- }
- }
- [Serializable]
- public class SelfDeleteException : Exception
- {
- public SelfDeleteException()
- {
- }
- protected SelfDeleteException(
- SerializationInfo info,
- StreamingContext context)
- {
- }
- }
- [Serializable]
- public class ScriptDeleteException : Exception
- {
- public ScriptDeleteException()
- {
- }
- protected ScriptDeleteException(
- SerializationInfo info,
- StreamingContext context)
- {
- }
- }
- /// <summary>
- /// Used to signal when the script is stopping in co-operation with the script engine
- /// (instead of through Thread.Abort()).
- /// </summary>
- [Serializable]
- public class ScriptCoopStopException : Exception
- {
- public ScriptCoopStopException()
- {
- }
- protected ScriptCoopStopException(
- SerializationInfo info,
- StreamingContext context)
- {
- }
- }
- public class DetectParams
- {
- public const int AGENT = 1;
- public const int ACTIVE = 2;
- public const int PASSIVE = 4;
- public const int SCRIPTED = 8;
- public const int OS_NPC = 0x01000000;
- public DetectParams()
- {
- Key = UUID.Zero;
- OffsetPos = new LSL_Types.Vector3();
- LinkNum = 0;
- Group = UUID.Zero;
- Name = String.Empty;
- Owner = UUID.Zero;
- Position = new LSL_Types.Vector3();
- Rotation = new LSL_Types.Quaternion();
- Type = 0;
- Velocity = new LSL_Types.Vector3();
- initializeSurfaceTouch();
- }
- public UUID Key;
- public LSL_Types.Vector3 OffsetPos;
- public int LinkNum;
- public UUID Group;
- public string Name;
- public UUID Owner;
- public LSL_Types.Vector3 Position;
- public LSL_Types.Quaternion Rotation;
- public int Type;
- public LSL_Types.Vector3 Velocity;
- private LSL_Types.Vector3 touchST;
- public LSL_Types.Vector3 TouchST { get { return touchST; } }
- private LSL_Types.Vector3 touchNormal;
- public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } }
- private LSL_Types.Vector3 touchBinormal;
- public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } }
- private LSL_Types.Vector3 touchPos;
- public LSL_Types.Vector3 TouchPos { get { return touchPos; } }
- private LSL_Types.Vector3 touchUV;
- public LSL_Types.Vector3 TouchUV { get { return touchUV; } }
- private int touchFace;
- public int TouchFace { get { return touchFace; } }
- // This can be done in two places including the constructor
- // so be carefull what gets added here
- private void initializeSurfaceTouch()
- {
- touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
- touchNormal = new LSL_Types.Vector3();
- touchBinormal = new LSL_Types.Vector3();
- touchPos = new LSL_Types.Vector3();
- touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
- touchFace = -1;
- }
- /*
- * Set up the surface touch detected values
- */
- public SurfaceTouchEventArgs SurfaceTouchArgs
- {
- set
- {
- if (value == null)
- {
- // Initialise to defaults if no value
- initializeSurfaceTouch();
- }
- else
- {
- // Set the values from the touch data provided by the client
- touchST = new LSL_Types.Vector3(value.STCoord);
- touchUV = new LSL_Types.Vector3(value.UVCoord);
- touchNormal = new LSL_Types.Vector3(value.Normal);
- touchBinormal = new LSL_Types.Vector3(value.Binormal);
- touchPos = new LSL_Types.Vector3(value.Position);
- touchFace = value.FaceIndex;
- }
- }
- }
- public void Populate(Scene scene)
- {
- SceneObjectPart part = scene.GetSceneObjectPart(Key);
- if (part == null) // Avatar, maybe?
- {
- ScenePresence presence = scene.GetScenePresence(Key);
- if (presence == null)
- return;
- Name = presence.Firstname + " " + presence.Lastname;
- Owner = Key;
- Position = new LSL_Types.Vector3(presence.AbsolutePosition);
- Rotation = new LSL_Types.Quaternion(presence.Rotation);
- Velocity = new LSL_Types.Vector3(presence.Velocity);
- Type = 0x01; // Avatar
- if (presence.PresenceType == PresenceType.Npc)
- Type = 0x20;
- if (presence.Velocity != Vector3.Zero)
- Type |= ACTIVE;
- Group = presence.ControllingClient.ActiveGroupId;
- return;
- }
- part = part.ParentGroup.RootPart; // We detect objects only
- LinkNum = 0; // Not relevant
- Group = part.GroupID;
- Name = part.Name;
- Owner = part.OwnerID;
- if (part.Velocity.IsZero())
- Type = PASSIVE;
- else
- Type = ACTIVE;
- foreach (SceneObjectPart p in part.ParentGroup.Parts)
- {
- if (p.Inventory.ContainsScripts())
- {
- Type |= SCRIPTED; // Scripted
- break;
- }
- }
- Position = new LSL_Types.Vector3(part.AbsolutePosition);
- Quaternion wr = part.ParentGroup.GroupRotation;
- Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
- Velocity = new LSL_Types.Vector3(part.Velocity);
- }
- public void Populate(Scene scene, DetectedObject obj)
- {
- if(obj.keyUUID.IsZero()) // land
- {
- Position = new LSL_Types.Vector3(obj.posVector);
- Rotation.s = 1.0;
- return;
- }
- if((obj.colliderType & 0x21) != 0) // avatar or npc
- {
- ScenePresence presence = scene.GetScenePresence(obj.keyUUID);
- if (presence == null)
- return;
- Name = obj.nameStr;
- Key = obj.keyUUID;
- Owner = obj.ownerUUID;
- Group = obj.groupUUID;
- Position = new LSL_Types.Vector3(obj.posVector);
- Rotation = new LSL_Types.Quaternion(obj.rotQuat);
- Velocity = new LSL_Types.Vector3(obj.velVector);
- LinkNum = obj.linkNumber;
- Type = obj.colliderType;
- return;
- }
- SceneObjectPart part = scene.GetSceneObjectPart(obj.keyUUID);
- if(part == null)
- return;
- Name = obj.nameStr;
- Key = obj.keyUUID;
- Owner = obj.ownerUUID;
- Group = obj.groupUUID;
- Position = new LSL_Types.Vector3(obj.posVector);
- Rotation = new LSL_Types.Quaternion(obj.rotQuat);
- Velocity = new LSL_Types.Vector3(obj.velVector);
- LinkNum = obj.linkNumber;
- if(obj.velVector.IsZero())
- Type = 4;
- else
- Type = 2;
- part = part.ParentGroup.RootPart;
- foreach (SceneObjectPart p in part.ParentGroup.Parts)
- {
- if (p.Inventory.ContainsScripts())
- {
- // at sl a physical prim is active also if has active scripts
- // assuming all scripts are in run state to save time
- if((part.Flags & PrimFlags.Physics) != 0 )
- Type = 10; // script + active
- else
- Type |= SCRIPTED; // Scripted
- break;
- }
- }
- }
- }
- /// <summary>
- /// Holds all the data required to execute a scripting event.
- /// </summary>
- public class EventParams
- {
- public EventParams(string eventName, object[] eventParams, DetectParams[] detectParams)
- {
- EventName = eventName;
- Params = eventParams;
- DetectParams = detectParams;
- }
- public string EventName;
- public object[] Params;
- public DetectParams[] DetectParams;
- public static EventParams StateEntryParams = new EventParams("state_entry", new object[0], new DetectParams[0]);
- }
- }
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