Restore the recursive calling of PRIM_LINK_TARGET because the version I made
breaks LINK_SET et al.remove-scene-viewer
parent
1b9ae3fb51
commit
c5fb39e21f
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@ -7067,396 +7067,403 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool positionChanged = false;
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LSL_Vector currentPosition = GetPartLocalPos(part);
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while (idx < rules.Length)
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try
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{
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int code = rules.GetLSLIntegerItem(idx++);
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int remain = rules.Length - idx;
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int face;
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LSL_Vector v;
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switch (code)
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while (idx < rules.Length)
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{
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case (int)ScriptBaseClass.PRIM_POSITION:
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if (remain < 1)
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int code = rules.GetLSLIntegerItem(idx++);
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int remain = rules.Length - idx;
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int face;
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LSL_Vector v;
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switch (code)
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{
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case (int)ScriptBaseClass.PRIM_POSITION:
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if (remain < 1)
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return;
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v=rules.GetVector3Item(idx++);
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positionChanged = true;
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currentPosition = GetSetPosTarget(part, v, currentPosition);
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break;
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case (int)ScriptBaseClass.PRIM_SIZE:
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if (remain < 1)
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return;
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v=rules.GetVector3Item(idx++);
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SetScale(part, v);
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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if (remain < 1)
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return;
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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// try to let this work as in SL...
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if (part.ParentID == 0)
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, Rot2Quaternion(q));
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}
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = part.ParentGroup.RootPart;
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SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
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}
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break;
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case (int)ScriptBaseClass.PRIM_TYPE:
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if (remain < 3)
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return;
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code = (int)rules.GetLSLIntegerItem(idx++);
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remain = rules.Length - idx;
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float hollow;
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LSL_Vector twist;
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LSL_Vector taper_b;
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LSL_Vector topshear;
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float revolutions;
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float radiusoffset;
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float skew;
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LSL_Vector holesize;
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LSL_Vector profilecut;
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switch (code)
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{
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case (int)ScriptBaseClass.PRIM_TYPE_BOX:
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if (remain < 6)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++);
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v = rules.GetVector3Item(idx++); // cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
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(byte)ProfileShape.Square, (byte)Extrusion.Straight);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
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if (remain < 6)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); // cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
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(byte)ProfileShape.Circle, (byte)Extrusion.Straight);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
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if (remain < 6)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); //cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
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(byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
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if (remain < 5)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); // cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++); // dimple
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SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
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(byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
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if (remain < 11)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); //cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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holesize = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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profilecut = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++); // taper_a
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revolutions = (float)rules.GetLSLFloatItem(idx++);
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radiusoffset = (float)rules.GetLSLFloatItem(idx++);
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skew = (float)rules.GetLSLFloatItem(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
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revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
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if (remain < 11)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); //cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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holesize = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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profilecut = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++); // taper_a
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revolutions = (float)rules.GetLSLFloatItem(idx++);
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radiusoffset = (float)rules.GetLSLFloatItem(idx++);
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skew = (float)rules.GetLSLFloatItem(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
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revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_RING:
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if (remain < 11)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
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v = rules.GetVector3Item(idx++); //cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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holesize = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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profilecut = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++); // taper_a
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revolutions = (float)rules.GetLSLFloatItem(idx++);
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radiusoffset = (float)rules.GetLSLFloatItem(idx++);
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skew = (float)rules.GetLSLFloatItem(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
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revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
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if (remain < 2)
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return;
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string map = rules.Data[idx++].ToString();
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face = (int)rules.GetLSLIntegerItem(idx++); // type
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SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
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break;
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}
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break;
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case (int)ScriptBaseClass.PRIM_TEXTURE:
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if (remain < 5)
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return;
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face=(int)rules.GetLSLIntegerItem(idx++);
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string tex=rules.Data[idx++].ToString();
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LSL_Vector repeats=rules.GetVector3Item(idx++);
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LSL_Vector offsets=rules.GetVector3Item(idx++);
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double rotation=(double)rules.GetLSLFloatItem(idx++);
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SetTexture(part, tex, face);
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ScaleTexture(part, repeats.x, repeats.y, face);
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OffsetTexture(part, offsets.x, offsets.y, face);
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RotateTexture(part, rotation, face);
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break;
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case (int)ScriptBaseClass.PRIM_COLOR:
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if (remain < 3)
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return;
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face=(int)rules.GetLSLIntegerItem(idx++);
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LSL_Vector color=rules.GetVector3Item(idx++);
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double alpha=(double)rules.GetLSLFloatItem(idx++);
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part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
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SetAlpha(part, alpha, face);
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break;
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case (int)ScriptBaseClass.PRIM_FLEXIBLE:
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if (remain < 7)
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return;
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bool flexi = rules.GetLSLIntegerItem(idx++);
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int softness = rules.GetLSLIntegerItem(idx++);
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float gravity = (float)rules.GetLSLFloatItem(idx++);
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float friction = (float)rules.GetLSLFloatItem(idx++);
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float wind = (float)rules.GetLSLFloatItem(idx++);
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float tension = (float)rules.GetLSLFloatItem(idx++);
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LSL_Vector force = rules.GetVector3Item(idx++);
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SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
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break;
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case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
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if (remain < 5)
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return;
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bool light = rules.GetLSLIntegerItem(idx++);
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LSL_Vector lightcolor = rules.GetVector3Item(idx++);
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float intensity = (float)rules.GetLSLFloatItem(idx++);
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float radius = (float)rules.GetLSLFloatItem(idx++);
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float falloff = (float)rules.GetLSLFloatItem(idx++);
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SetPointLight(part, light, lightcolor, intensity, radius, falloff);
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break;
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case (int)ScriptBaseClass.PRIM_GLOW:
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if (remain < 2)
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return;
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face = rules.GetLSLIntegerItem(idx++);
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float glow = (float)rules.GetLSLFloatItem(idx++);
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SetGlow(part, face, glow);
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break;
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case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
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if (remain < 3)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++);
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int shiny = (int)rules.GetLSLIntegerItem(idx++);
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Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
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SetShiny(part, face, shiny, bump);
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break;
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case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
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if (remain < 2)
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return;
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face = rules.GetLSLIntegerItem(idx++);
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bool st = rules.GetLSLIntegerItem(idx++);
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SetFullBright(part, face , st);
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break;
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case (int)ScriptBaseClass.PRIM_MATERIAL:
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if (remain < 1)
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return;
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int mat = rules.GetLSLIntegerItem(idx++);
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if (mat < 0 || mat > 7)
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return;
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part.Material = Convert.ToByte(mat);
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break;
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case (int)ScriptBaseClass.PRIM_PHANTOM:
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if (remain < 1)
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return;
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string ph = rules.Data[idx++].ToString();
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m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
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break;
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case (int)ScriptBaseClass.PRIM_PHYSICS:
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if (remain < 1)
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return;
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string phy = rules.Data[idx++].ToString();
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bool physics;
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if (phy.Equals("1"))
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physics = true;
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else
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physics = false;
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part.ScriptSetPhysicsStatus(physics);
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break;
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case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
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if (remain < 1)
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return;
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string temp = rules.Data[idx++].ToString();
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m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
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break;
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case (int)ScriptBaseClass.PRIM_TEXGEN:
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if (remain < 2)
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return;
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//face,type
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face = rules.GetLSLIntegerItem(idx++);
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int style = rules.GetLSLIntegerItem(idx++);
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SetTexGen(part, face, style);
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break;
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case (int)ScriptBaseClass.PRIM_TEXT:
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if (remain < 3)
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return;
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string primText = rules.GetLSLStringItem(idx++);
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LSL_Vector primTextColor = rules.GetVector3Item(idx++);
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LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
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Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
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Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
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Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
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part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));
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break;
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case (int)ScriptBaseClass.PRIM_NAME:
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if (remain < 1)
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return;
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string primName = rules.GetLSLStringItem(idx++);
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part.Name = primName;
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break;
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case (int)ScriptBaseClass.PRIM_DESC:
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if (remain < 1)
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return;
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string primDesc = rules.GetLSLStringItem(idx++);
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part.Description = primDesc;
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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return;
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LSL_Rotation lr = rules.GetQuaternionItem(idx++);
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SetRot(part, Rot2Quaternion(lr));
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break;
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case (int)ScriptBaseClass.PRIM_OMEGA:
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if (remain < 3)
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return;
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LSL_Vector axis = rules.GetVector3Item(idx++);
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LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
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LSL_Float gain = rules.GetLSLFloatItem(idx++);
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TargetOmega(part, axis, (double)spinrate, (double)gain);
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break;
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case (int)ScriptBaseClass.PRIM_LINK_TARGET:
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if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
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return;
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LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
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LSL_List new_rules = rules.GetSublist(idx, -1);
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setLinkPrimParams((int)new_linknumber, new_rules);
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return;
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v=rules.GetVector3Item(idx++);
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positionChanged = true;
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currentPosition = GetSetPosTarget(part, v, currentPosition);
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break;
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case (int)ScriptBaseClass.PRIM_SIZE:
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if (remain < 1)
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return;
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v=rules.GetVector3Item(idx++);
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SetScale(part, v);
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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if (remain < 1)
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return;
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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// try to let this work as in SL...
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if (part.ParentID == 0)
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, Rot2Quaternion(q));
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}
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = part.ParentGroup.RootPart;
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SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
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}
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break;
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case (int)ScriptBaseClass.PRIM_TYPE:
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if (remain < 3)
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return;
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code = (int)rules.GetLSLIntegerItem(idx++);
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remain = rules.Length - idx;
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float hollow;
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LSL_Vector twist;
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LSL_Vector taper_b;
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LSL_Vector topshear;
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float revolutions;
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float radiusoffset;
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float skew;
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LSL_Vector holesize;
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LSL_Vector profilecut;
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switch (code)
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{
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case (int)ScriptBaseClass.PRIM_TYPE_BOX:
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if (remain < 6)
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return;
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face = (int)rules.GetLSLIntegerItem(idx++);
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v = rules.GetVector3Item(idx++); // cut
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hollow = (float)rules.GetLSLFloatItem(idx++);
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twist = rules.GetVector3Item(idx++);
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taper_b = rules.GetVector3Item(idx++);
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topshear = rules.GetVector3Item(idx++);
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SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
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(byte)ProfileShape.Square, (byte)Extrusion.Straight);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
|
||||
if (remain < 6)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); // cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++);
|
||||
topshear = rules.GetVector3Item(idx++);
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
|
||||
(byte)ProfileShape.Circle, (byte)Extrusion.Straight);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
|
||||
if (remain < 6)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); //cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++);
|
||||
topshear = rules.GetVector3Item(idx++);
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
|
||||
(byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
|
||||
if (remain < 5)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); // cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++); // dimple
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
|
||||
(byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
|
||||
if (remain < 11)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); //cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
holesize = rules.GetVector3Item(idx++);
|
||||
topshear = rules.GetVector3Item(idx++);
|
||||
profilecut = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++); // taper_a
|
||||
revolutions = (float)rules.GetLSLFloatItem(idx++);
|
||||
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
|
||||
skew = (float)rules.GetLSLFloatItem(idx++);
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
|
||||
revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
|
||||
if (remain < 11)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); //cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
holesize = rules.GetVector3Item(idx++);
|
||||
topshear = rules.GetVector3Item(idx++);
|
||||
profilecut = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++); // taper_a
|
||||
revolutions = (float)rules.GetLSLFloatItem(idx++);
|
||||
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
|
||||
skew = (float)rules.GetLSLFloatItem(idx++);
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
|
||||
revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_RING:
|
||||
if (remain < 11)
|
||||
return;
|
||||
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
|
||||
v = rules.GetVector3Item(idx++); //cut
|
||||
hollow = (float)rules.GetLSLFloatItem(idx++);
|
||||
twist = rules.GetVector3Item(idx++);
|
||||
holesize = rules.GetVector3Item(idx++);
|
||||
topshear = rules.GetVector3Item(idx++);
|
||||
profilecut = rules.GetVector3Item(idx++);
|
||||
taper_b = rules.GetVector3Item(idx++); // taper_a
|
||||
revolutions = (float)rules.GetLSLFloatItem(idx++);
|
||||
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
|
||||
skew = (float)rules.GetLSLFloatItem(idx++);
|
||||
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
|
||||
revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
|
||||
if (remain < 2)
|
||||
return;
|
||||
|
||||
string map = rules.Data[idx++].ToString();
|
||||
face = (int)rules.GetLSLIntegerItem(idx++); // type
|
||||
SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TEXTURE:
|
||||
if (remain < 5)
|
||||
return;
|
||||
|
||||
face=(int)rules.GetLSLIntegerItem(idx++);
|
||||
string tex=rules.Data[idx++].ToString();
|
||||
LSL_Vector repeats=rules.GetVector3Item(idx++);
|
||||
LSL_Vector offsets=rules.GetVector3Item(idx++);
|
||||
double rotation=(double)rules.GetLSLFloatItem(idx++);
|
||||
|
||||
SetTexture(part, tex, face);
|
||||
ScaleTexture(part, repeats.x, repeats.y, face);
|
||||
OffsetTexture(part, offsets.x, offsets.y, face);
|
||||
RotateTexture(part, rotation, face);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_COLOR:
|
||||
if (remain < 3)
|
||||
return;
|
||||
|
||||
face=(int)rules.GetLSLIntegerItem(idx++);
|
||||
LSL_Vector color=rules.GetVector3Item(idx++);
|
||||
double alpha=(double)rules.GetLSLFloatItem(idx++);
|
||||
|
||||
part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
|
||||
SetAlpha(part, alpha, face);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
|
||||
if (remain < 7)
|
||||
return;
|
||||
|
||||
bool flexi = rules.GetLSLIntegerItem(idx++);
|
||||
int softness = rules.GetLSLIntegerItem(idx++);
|
||||
float gravity = (float)rules.GetLSLFloatItem(idx++);
|
||||
float friction = (float)rules.GetLSLFloatItem(idx++);
|
||||
float wind = (float)rules.GetLSLFloatItem(idx++);
|
||||
float tension = (float)rules.GetLSLFloatItem(idx++);
|
||||
LSL_Vector force = rules.GetVector3Item(idx++);
|
||||
|
||||
SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
|
||||
if (remain < 5)
|
||||
return;
|
||||
bool light = rules.GetLSLIntegerItem(idx++);
|
||||
LSL_Vector lightcolor = rules.GetVector3Item(idx++);
|
||||
float intensity = (float)rules.GetLSLFloatItem(idx++);
|
||||
float radius = (float)rules.GetLSLFloatItem(idx++);
|
||||
float falloff = (float)rules.GetLSLFloatItem(idx++);
|
||||
|
||||
SetPointLight(part, light, lightcolor, intensity, radius, falloff);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_GLOW:
|
||||
if (remain < 2)
|
||||
return;
|
||||
face = rules.GetLSLIntegerItem(idx++);
|
||||
float glow = (float)rules.GetLSLFloatItem(idx++);
|
||||
|
||||
SetGlow(part, face, glow);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
|
||||
if (remain < 3)
|
||||
return;
|
||||
face = (int)rules.GetLSLIntegerItem(idx++);
|
||||
int shiny = (int)rules.GetLSLIntegerItem(idx++);
|
||||
Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
|
||||
|
||||
SetShiny(part, face, shiny, bump);
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
|
||||
if (remain < 2)
|
||||
return;
|
||||
face = rules.GetLSLIntegerItem(idx++);
|
||||
bool st = rules.GetLSLIntegerItem(idx++);
|
||||
SetFullBright(part, face , st);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_MATERIAL:
|
||||
if (remain < 1)
|
||||
return;
|
||||
int mat = rules.GetLSLIntegerItem(idx++);
|
||||
if (mat < 0 || mat > 7)
|
||||
return;
|
||||
|
||||
part.Material = Convert.ToByte(mat);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_PHANTOM:
|
||||
if (remain < 1)
|
||||
return;
|
||||
|
||||
string ph = rules.Data[idx++].ToString();
|
||||
m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_PHYSICS:
|
||||
if (remain < 1)
|
||||
return;
|
||||
string phy = rules.Data[idx++].ToString();
|
||||
bool physics;
|
||||
|
||||
if (phy.Equals("1"))
|
||||
physics = true;
|
||||
else
|
||||
physics = false;
|
||||
|
||||
part.ScriptSetPhysicsStatus(physics);
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
|
||||
if (remain < 1)
|
||||
return;
|
||||
string temp = rules.Data[idx++].ToString();
|
||||
|
||||
m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
|
||||
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_TEXGEN:
|
||||
if (remain < 2)
|
||||
return;
|
||||
//face,type
|
||||
face = rules.GetLSLIntegerItem(idx++);
|
||||
int style = rules.GetLSLIntegerItem(idx++);
|
||||
SetTexGen(part, face, style);
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_TEXT:
|
||||
if (remain < 3)
|
||||
return;
|
||||
string primText = rules.GetLSLStringItem(idx++);
|
||||
LSL_Vector primTextColor = rules.GetVector3Item(idx++);
|
||||
LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
|
||||
Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
|
||||
Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
|
||||
Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
|
||||
part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));
|
||||
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_NAME:
|
||||
if (remain < 1)
|
||||
return;
|
||||
string primName = rules.GetLSLStringItem(idx++);
|
||||
part.Name = primName;
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_DESC:
|
||||
if (remain < 1)
|
||||
return;
|
||||
string primDesc = rules.GetLSLStringItem(idx++);
|
||||
part.Description = primDesc;
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
||||
if (remain < 1)
|
||||
return;
|
||||
LSL_Rotation lr = rules.GetQuaternionItem(idx++);
|
||||
SetRot(part, Rot2Quaternion(lr));
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_OMEGA:
|
||||
if (remain < 3)
|
||||
return;
|
||||
LSL_Vector axis = rules.GetVector3Item(idx++);
|
||||
LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
|
||||
LSL_Float gain = rules.GetLSLFloatItem(idx++);
|
||||
TargetOmega(part, axis, (double)spinrate, (double)gain);
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_LINK_TARGET:
|
||||
if (remain < 1)
|
||||
return;
|
||||
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
|
||||
part = part.ParentGroup.GetLinkNumPart((int)new_linknumber);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (positionChanged)
|
||||
finally
|
||||
{
|
||||
if (part.ParentGroup.RootPart == part)
|
||||
if (positionChanged)
|
||||
{
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
|
||||
}
|
||||
else
|
||||
{
|
||||
part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.HasGroupChanged = true;
|
||||
parent.ScheduleGroupForTerseUpdate();
|
||||
if (part.ParentGroup.RootPart == part)
|
||||
{
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
|
||||
}
|
||||
else
|
||||
{
|
||||
part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.HasGroupChanged = true;
|
||||
parent.ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue