*UNTESTED* extended llGet*PrimitiveParam() to support avatars. Some auxiliar code in SOP.cs

avinationmerge
UbitUmarov 2012-06-12 01:26:03 +01:00
parent cd49949478
commit 24e8e5d818
2 changed files with 272 additions and 3 deletions

View File

@ -519,6 +519,40 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// returns offset position relative to root prim of object when siting
public Vector3 OffsetPositionToSOGRoot
{
get
{
if (ParentPart != null)
return ParentPart.OffsetPosition + (m_pos * ParentPart.RotationOffset);
else
return m_pos;
}
}
public Quaternion OffsetRotationToSOGRoot
{
get
{
if (ParentPart != null)
return ParentPart.RotationOffset * Rotation;
else
return Rotation;
}
}
public Quaternion WorldRotation
{
get
{
if (ParentPart != null)
return ParentPart.GetWorldRotation() * Rotation;
else
return Rotation;
}
}
/// <summary>
/// Current velocity of the avatar.
/// </summary>

View File

@ -8881,16 +8881,251 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
// acording to SL wiki this must indicate a single link number or link_root or link_this.
// keep other options as before
List<SceneObjectPart> parts = GetLinkParts(linknumber);
List<ScenePresence> avatars = GetLinkAvatars(linknumber);
LSL_List res = new LSL_List();
foreach (var part in parts)
if (parts.Count > 0)
{
LSL_List partRes = GetLinkPrimitiveParams(part, rules);
res += partRes;
foreach (var part in parts)
{
LSL_List partRes = GetLinkPrimitiveParams(part, rules);
res += partRes;
}
}
if (avatars.Count > 0)
{
foreach (ScenePresence avatar in avatars)
{
LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
res += avaRes;
}
}
return res;
}
public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
{
// avatars case
// replies as SL wiki
LSL_List res = new LSL_List();
int idx = 0;
while (idx < rules.Length)
{
int code = (int)rules.GetLSLIntegerItem(idx++);
int remain = rules.Length - idx;
switch (code)
{
case (int)ScriptBaseClass.PRIM_MATERIAL:
res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
break;
case (int)ScriptBaseClass.PRIM_PHYSICS:
res.Add(new LSL_Integer(0));
break;
case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
res.Add(new LSL_Integer(0));
break;
case (int)ScriptBaseClass.PRIM_PHANTOM:
res.Add(new LSL_Integer(0));
break;
case (int)ScriptBaseClass.PRIM_POSITION:
Vector3 pos = avatar.AbsolutePosition;
res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
break;
case (int)ScriptBaseClass.PRIM_SIZE:
// as in llGetAgentSize above
res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
break;
case (int)ScriptBaseClass.PRIM_ROTATION:
Quaternion rot = avatar.WorldRotation;
res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
break;
case (int)ScriptBaseClass.PRIM_TYPE:
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
res.Add(new LSL_Vector(0f,1.0f,0f));
res.Add(new LSL_Float(0.0f));
res.Add(new LSL_Vector(0, 0, 0));
res.Add(new LSL_Vector(1.0f,1.0f,0f));
res.Add(new LSL_Vector(0, 0, 0));
break;
case (int)ScriptBaseClass.PRIM_TEXTURE:
if (remain < 1)
return res;
int face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_String(""));
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Float(0.0));
}
}
else
{
if (face >= 0 && face < 21)
{
res.Add(new LSL_String(""));
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Float(0.0));
}
}
break;
case (int)ScriptBaseClass.PRIM_COLOR:
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Float(0));
}
}
else
{
res.Add(new LSL_Vector(0,0,0));
res.Add(new LSL_Float(0));
}
break;
case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
}
}
else
{
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
}
break;
case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
int fullbright;
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
}
}
else
{
res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
}
break;
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
res.Add(new LSL_Integer(0));
res.Add(new LSL_Integer(0));// softness
res.Add(new LSL_Float(0.0f)); // gravity
res.Add(new LSL_Float(0.0f)); // friction
res.Add(new LSL_Float(0.0f)); // wind
res.Add(new LSL_Float(0.0f)); // tension
res.Add(new LSL_Vector(0f,0f,0f));
break;
case (int)ScriptBaseClass.PRIM_TEXGEN:
// (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
}
}
else
{
res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
}
break;
case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
res.Add(new LSL_Integer(0));
res.Add(new LSL_Vector(0f,0f,0f));
res.Add(new LSL_Float(0f)); // intensity
res.Add(new LSL_Float(0f)); // radius
res.Add(new LSL_Float(0f)); // falloff
break;
case (int)ScriptBaseClass.PRIM_GLOW:
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < 21; face++)
{
res.Add(new LSL_Float(0f));
}
}
else
{
res.Add(new LSL_Float(0f));
}
break;
case (int)ScriptBaseClass.PRIM_TEXT:
res.Add(new LSL_String(""));
res.Add(new LSL_Vector(0f,0f,0f));
res.Add(new LSL_Float(1.0f));
break;
case (int)ScriptBaseClass.PRIM_NAME:
res.Add(new LSL_String(avatar.Name));
break;
case (int)ScriptBaseClass.PRIM_DESC:
res.Add(new LSL_String(""));
break;
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
Quaternion lrot = avatar.OffsetRotationToSOGRoot;
res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
break;
case (int)ScriptBaseClass.PRIM_POS_LOCAL:
Vector3 lpos = avatar.OffsetPositionToSOGRoot;
res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
break;
}
}
return res;
}