* This sends collision events to the script engine.
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....0.6.0-stable
parent
622cd3db8b
commit
e12baa5eb3
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@ -0,0 +1,54 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using libsecondlife;
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using System.Collections.Generic;
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namespace OpenSim.Framework
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{
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public class DetectedObject
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{
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public DetectedObject() { }
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public LLUUID groupUUID = LLUUID.Zero;
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public LLUUID ownerUUID = LLUUID.Zero;
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public LLUUID keyUUID = LLUUID.Zero;
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public LLVector3 posVector = LLVector3.Zero;
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public LLQuaternion rotQuat = LLQuaternion.Identity;
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public LLVector3 velVector = LLVector3.Zero;
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public string nameStr = String.Empty;
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public int colliderType = 0;
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}
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public class ColliderArgs : EventArgs
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{
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public ColliderArgs() { }
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public List<DetectedObject> Colliders = new List<DetectedObject>();
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}
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}
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@ -161,6 +161,14 @@ namespace OpenSim.Region.Environment.Scenes
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public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
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public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
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public event ScriptColliding OnScriptColliderStart;
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public event ScriptColliding OnScriptColliding;
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public event ScriptColliding OnScriptCollidingEnd;
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public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
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public event OnMakeChildAgentDelegate OnMakeChildAgent;
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@ -293,6 +301,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public delegate void MoneyTransferEvent(Object sender, MoneyTransferArgs e);
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public delegate void LandBuy(Object sender, LandBuyArgs e);
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@ -357,6 +367,11 @@ namespace OpenSim.Region.Environment.Scenes
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private ScriptTimerEvent handlerScriptTimerEvent = null;
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private EstateToolsTimeUpdate handlerEstateToolsTimeUpdate = null;
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private ScriptColliding handlerCollidingStart = null;
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private ScriptColliding handlerColliding = null;
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private ScriptColliding handlerCollidingEnd = null;
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private SunLindenHour handlerSunGetLindenHour = null;
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public void TriggerOnScriptChangedEvent(uint localID, uint change)
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@ -838,5 +853,26 @@ namespace OpenSim.Region.Environment.Scenes
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}
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return 6;
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}
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public void TriggerScriptCollidingStart(uint localId, ColliderArgs colliders)
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{
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handlerCollidingStart = OnScriptColliderStart;
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if (handlerCollidingStart != null)
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handlerCollidingStart(localId, colliders);
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}
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public void TriggerScriptColliding(uint localId, ColliderArgs colliders)
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{
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handlerColliding = OnScriptColliding;
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if (handlerColliding != null)
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handlerColliding(localId, colliders);
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}
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public void TriggerScriptCollidingEnd(uint localId, ColliderArgs colliders)
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{
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handlerCollidingEnd = OnScriptCollidingEnd;
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if (handlerCollidingEnd != null)
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handlerCollidingEnd(localId, colliders);
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}
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}
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}
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@ -113,6 +113,8 @@ namespace OpenSim.Region.Environment.Scenes
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public Int32 CreationDate;
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public uint ParentID = 0;
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private List<uint> m_lastColliders = new List<uint>();
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private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
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private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0);
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private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
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@ -2807,21 +2809,181 @@ namespace OpenSim.Region.Environment.Scenes
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}
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public void PhysicsCollision(EventArgs e)
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{
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return;
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//return;
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//
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//if (e == null)
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//{
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// return;
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//}
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//CollisionEventUpdate a = (CollisionEventUpdate)e;
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//Dictionary<uint, float> collissionswith = a.m_objCollisionList;
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//foreach (uint localid in collissionswith.Keys)
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//{
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// m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
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//}
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// single threaded here
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if (e == null)
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{
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return;
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}
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CollisionEventUpdate a = (CollisionEventUpdate)e;
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Dictionary<uint, float> collissionswith = a.m_objCollisionList;
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List<uint> thisHitColliders = new List<uint>();
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List<uint> endedColliders = new List<uint>();
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List<uint> startedColliders = new List<uint>();
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// calculate things that started colliding this time
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// and build up list of colliders this time
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foreach (uint localid in collissionswith.Keys)
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{
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if (localid != 0)
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{
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thisHitColliders.Add(localid);
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if (!m_lastColliders.Contains(localid))
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{
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startedColliders.Add(localid);
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}
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//m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
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}
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}
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// calculate things that ended colliding
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foreach (uint localID in m_lastColliders)
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{
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if (!thisHitColliders.Contains(localID))
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{
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endedColliders.Add(localID);
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}
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}
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// remove things that ended colliding from the last colliders list
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foreach (uint localID in endedColliders)
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{
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m_lastColliders.Remove(localID);
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}
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//add the items that started colliding this time to the last colliders list.
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foreach (uint localID in startedColliders)
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{
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m_lastColliders.Add(localID);
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}
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// do event notification
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if (startedColliders.Count > 0)
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{
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ColliderArgs StartCollidingMessage = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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foreach (uint localId in startedColliders)
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{
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = obj.UUID;
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detobj.nameStr = obj.Name;
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detobj.ownerUUID = obj.OwnerID;
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detobj.posVector = obj.AbsolutePosition;
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detobj.rotQuat = obj.GetWorldRotation();
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detobj.velVector = obj.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = obj.GroupID;
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colliding.Add(detobj);
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}
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}
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if (colliding.Count > 0)
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{
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StartCollidingMessage.Colliders = colliding;
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
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}
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}
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if (m_lastColliders.Count > 0)
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{
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ColliderArgs CollidingMessage = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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foreach (uint localId in m_lastColliders)
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{
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// always running this check because if the user deletes the object it would return a null reference.
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if (localId == 0)
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continue;
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = obj.UUID;
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detobj.nameStr = obj.Name;
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detobj.ownerUUID = obj.OwnerID;
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detobj.posVector = obj.AbsolutePosition;
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detobj.rotQuat = obj.GetWorldRotation();
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detobj.velVector = obj.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = obj.GroupID;
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colliding.Add(detobj);
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}
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}
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if (colliding.Count > 0)
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{
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CollidingMessage.Colliders = colliding;
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, CollidingMessage);
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}
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}
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if (endedColliders.Count > 0)
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{
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ColliderArgs EndCollidingMessage = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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foreach (uint localId in endedColliders)
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{
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if (localId == 0)
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continue;
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = obj.UUID;
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detobj.nameStr = obj.Name;
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detobj.ownerUUID = obj.OwnerID;
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detobj.posVector = obj.AbsolutePosition;
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detobj.rotQuat = obj.GetWorldRotation();
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detobj.velVector = obj.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = obj.GroupID;
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colliding.Add(detobj);
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}
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}
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if (colliding.Count > 0)
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{
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EndCollidingMessage.Colliders = colliding;
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, EndCollidingMessage);
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}
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}
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}
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public void SetDieAtEdge(bool p)
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{
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if (m_parentGroup == null)
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return resolveName(SensedUUID);
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}
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}
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else
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{
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ScriptManager sm;
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IScript script = null;
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if ((sm = m_ScriptEngine.m_ScriptManager) != null)
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{
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if (sm.Scripts.ContainsKey(m_localID))
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{
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if ((script = sm.GetScript(m_localID, m_itemID)) != null)
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{
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if (script.llDetectParams._bool.Length > number && script.llDetectParams._bool[number])
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{
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return script.llDetectParams._string[number];
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}
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}
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}
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}
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}
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return String.Empty;
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}
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{
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if ((script = sm.GetScript(m_localID, m_itemID)) != null)
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{
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if (script.llDetectParams._key[0])
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if (script.llDetectParams._bool.Length > number && script.llDetectParams._bool[number])
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{
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return new LLUUID(script.llDetectParams._key[0]);
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LLUUID returnUUID = LLUUID.Zero;
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Helpers.TryParse(script.llDetectParams._key[number], out returnUUID);
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return returnUUID;
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}
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}
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}
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return SensedObject;
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}
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}
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else
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{
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ScriptManager sm;
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IScript script = null;
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if ((sm = m_ScriptEngine.m_ScriptManager) != null)
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{
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if (sm.Scripts.ContainsKey(m_localID))
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{
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if ((script = sm.GetScript(m_localID, m_itemID)) != null)
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{
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if (script.llDetectParams._key[number])
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{
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EntityBase SensedObject = null;
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LLUUID SensedUUID = LLUUID.Zero;
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Helpers.TryParse(script.llDetectParams._key.ToString(), out SensedUUID);
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if (SensedUUID == LLUUID.Zero)
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return null;
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lock (World.Entities)
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{
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World.Entities.TryGetValue(SensedUUID, out SensedObject);
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}
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return SensedObject;
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}
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}
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}
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}
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}
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return null;
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}
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@ -26,9 +26,12 @@
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
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using OpenSim.Region.Environment;
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using OpenSim.Region;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Interfaces;
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@ -74,6 +77,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
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myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
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myScriptEngine.World.EventManager.OnScriptControlEvent += control;
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myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
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myScriptEngine.World.EventManager.OnScriptColliding += collision;
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myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
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// TODO: HOOK ALL EVENTS UP TO SERVER!
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IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
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@ -171,19 +177,82 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
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}
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public void collision_start(uint localID, LLUUID itemID)
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public void collision_start(uint localID, ColliderArgs col)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._string = new string[col.Colliders.Count];
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detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
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detstruct._int = new int[col.Colliders.Count];
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detstruct._key = new LSL_Types.key[col.Colliders.Count];
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detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
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detstruct._bool = new bool[col.Colliders.Count];
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int i = 0;
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foreach (DetectedObject detobj in col.Colliders)
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{
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detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
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detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
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detstruct._string[i] = detobj.nameStr;
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detstruct._int[i] = detobj.colliderType;
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detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
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detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
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detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
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i++;
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}
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myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
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}
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public void collision(uint localID, LLUUID itemID)
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public void collision(uint localID, ColliderArgs col)
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{
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myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
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EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
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detstruct._string = new string[col.Colliders.Count];
|
||||
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
|
||||
detstruct._int = new int[col.Colliders.Count];
|
||||
detstruct._key = new LSL_Types.key[col.Colliders.Count];
|
||||
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
|
||||
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
|
||||
detstruct._bool = new bool[col.Colliders.Count];
|
||||
|
||||
int i = 0;
|
||||
foreach (DetectedObject detobj in col.Colliders)
|
||||
{
|
||||
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
|
||||
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
|
||||
detstruct._string[i] = detobj.nameStr;
|
||||
detstruct._int[i] = detobj.colliderType;
|
||||
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
|
||||
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
|
||||
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
|
||||
}
|
||||
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
|
||||
}
|
||||
|
||||
public void collision_end(uint localID, LLUUID itemID)
|
||||
public void collision_end(uint localID, ColliderArgs col)
|
||||
{
|
||||
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
|
||||
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
|
||||
detstruct._string = new string[col.Colliders.Count];
|
||||
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
|
||||
detstruct._int = new int[col.Colliders.Count];
|
||||
detstruct._key = new LSL_Types.key[col.Colliders.Count];
|
||||
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
|
||||
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
|
||||
detstruct._bool = new bool[col.Colliders.Count];
|
||||
|
||||
int i = 0;
|
||||
foreach (DetectedObject detobj in col.Colliders)
|
||||
{
|
||||
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
|
||||
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
|
||||
detstruct._string[i] = detobj.nameStr;
|
||||
detstruct._int[i] = detobj.colliderType;
|
||||
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
|
||||
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
|
||||
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
|
||||
i++;
|
||||
}
|
||||
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
|
||||
}
|
||||
|
||||
public void land_collision_start(uint localID, LLUUID itemID)
|
||||
|
@ -191,9 +260,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
|
||||
}
|
||||
|
||||
public void land_collision(uint localID, LLUUID itemID)
|
||||
public void land_collision(uint localID, ColliderArgs col)
|
||||
{
|
||||
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision", EventQueueManager.llDetectNull);
|
||||
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
|
||||
}
|
||||
|
||||
public void land_collision_end(uint localID, LLUUID itemID)
|
||||
|
|
|
@ -155,7 +155,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
// should be fixed to something better :)
|
||||
public LSL_Types.key[] _key;
|
||||
public LSL_Types.Quaternion[] _Quaternion;
|
||||
public LSL_Types.Vector3[] _Vector3;
|
||||
public LSL_Types.Vector3[] _Vector3; // Pos
|
||||
public LSL_Types.Vector3[] _Vector32; // Vel
|
||||
public bool[] _bool;
|
||||
public int[] _int;
|
||||
public string[] _string;
|
||||
|
|
|
@ -31,6 +31,7 @@ using OpenSim.Framework;
|
|||
using OpenSim.Region.Environment.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
|
||||
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Common
|
||||
{
|
||||
public class ScriptServerInterfaces
|
||||
|
@ -43,11 +44,11 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
void state_exit(uint localID);
|
||||
void touch(uint localID, LLUUID itemID);
|
||||
void touch_end(uint localID, LLUUID itemID);
|
||||
void collision_start(uint localID, LLUUID itemID);
|
||||
void collision(uint localID, LLUUID itemID);
|
||||
void collision_end(uint localID, LLUUID itemID);
|
||||
void collision_start(uint localID, ColliderArgs col);
|
||||
void collision(uint localID, ColliderArgs col);
|
||||
void collision_end(uint localID, ColliderArgs col);
|
||||
void land_collision_start(uint localID, LLUUID itemID);
|
||||
void land_collision(uint localID, LLUUID itemID);
|
||||
void land_collision(uint localID, ColliderArgs col);
|
||||
void land_collision_end(uint localID, LLUUID itemID);
|
||||
void timer(uint localID, LLUUID itemID);
|
||||
void listen(uint localID, LLUUID itemID);
|
||||
|
|
Loading…
Reference in New Issue