diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 5aeee521e4..8ed58a6a06 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3030,10 +3030,14 @@ namespace OpenSim.Region.Framework.Scenes { if (!m_rootPart.BlockGrab) { - Vector3 llmoveforce = pos - AbsolutePosition; +/* Vector3 llmoveforce = pos - AbsolutePosition; Vector3 grabforce = llmoveforce; grabforce = (grabforce / 10) * pa.Mass; - pa.AddForce(grabforce, true); + */ + // empirically convert distance diference to a impulse + Vector3 grabforce = pos - AbsolutePosition; + grabforce = grabforce * (pa.Mass/ 10.0f); + pa.AddForce(grabforce, false); m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 310e21ab57..1fc9790d5b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2394,7 +2394,10 @@ namespace OpenSim.Region.Framework.Scenes Vector3 up = new Vector3((float)x, (float)y, (float)z); Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; + m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; + +// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; Rotation = sitTargetOrient; ParentPosition = part.AbsolutePosition; part.ParentGroup.AddAvatar(UUID); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 5aa06784e1..41de257b32 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2332,7 +2332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // scene PhysicsActor pa = part.PhysActor; - if (pa != null && !pa.IsPhysical) + if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart) { part.ParentGroup.ResetChildPrimPhysicsPositions(); } @@ -6917,7 +6917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // LSL quaternions can normalize to 0, normal Quaternions can't. if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) - rot.z = 1; // ZERO_ROTATION = 0,0,0,1 + rot.s = 1; // ZERO_ROTATION = 0,0,0,1 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); part.SitTargetOrientation = Rot2Quaternion(rot); @@ -7720,73 +7720,231 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScriptSleep(200); } + // vector up using libomv (c&p from sop ) + // vector up rotated by r + private Vector3 Zrot(Quaternion r) + { + double x, y, z, m; + + m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; + if (Math.Abs(1.0 - m) > 0.000001) + { + m = 1.0 / Math.Sqrt(m); + r.X *= (float)m; + r.Y *= (float)m; + r.Z *= (float)m; + r.W *= (float)m; + } + + x = 2 * (r.X * r.Z + r.Y * r.W); + y = 2 * (-r.X * r.W + r.Y * r.Z); + z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; + + return new Vector3((float)x, (float)y, (float)z); + } + protected void SetPrimParams(ScenePresence av, LSL_List rules) { //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset. - //We only support PRIM_POSITION and PRIM_ROTATION int idx = 0; + SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used - while (idx < rules.Length) + bool positionChanged = false; + Vector3 finalPos = Vector3.Zero; + + try { - int code = rules.GetLSLIntegerItem(idx++); - - int remain = rules.Length - idx; - - switch (code) + while (idx < rules.Length) { - case (int)ScriptBaseClass.PRIM_POSITION: - { + int code = rules.GetLSLIntegerItem(idx++); + + int remain = rules.Length - idx; + + switch (code) + { + // a avatar is a child + case (int)ScriptBaseClass.PRIM_POSITION: + case (int)ScriptBaseClass.PRIM_POS_LOCAL: + { + if (remain < 1) + return; + LSL_Vector v; + v = rules.GetVector3Item(idx++); + + if (sitpart == null) + break; + + Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position + + if (sitpart != sitpart.ParentGroup.RootPart) + { + pos -= sitpart.OffsetPosition; // remove sit part offset + Quaternion rot = sitpart.RotationOffset; + pos *= Quaternion.Conjugate(rot); // removed sit part rotation + } + Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f); + pos += sitOffset; + + finalPos = pos; + positionChanged = true; + } + break; + + case (int)ScriptBaseClass.PRIM_ROTATION: + { + if (remain < 1) + return; + + if (sitpart == null) + break; + + LSL_Rotation r = rules.GetQuaternionItem(idx++); + Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation + +// need to replicate SL bug + SceneObjectGroup sitgrp = sitpart.ParentGroup; + if (sitgrp != null && sitgrp.RootPart != sitpart) + { + rot = sitgrp.RootPart.RotationOffset * rot; + } + + Quaternion srot = sitpart.RotationOffset; + rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation + av.Rotation = rot; + av.SendAvatarDataToAllAgents(); + } + break; + + case (int)ScriptBaseClass.PRIM_ROT_LOCAL: + { + if (remain < 1) + return; + + if (sitpart == null) + break; + + LSL_Rotation r = rules.GetQuaternionItem(idx++); + Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation + if (sitpart != sitpart.ParentGroup.RootPart) + { + Quaternion srot = sitpart.RotationOffset; + rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation + } + av.Rotation = rot; + av.SendAvatarDataToAllAgents(); + } + break; + + // parse rest doing nothing but number of parameters error check + case (int)ScriptBaseClass.PRIM_SIZE: + case (int)ScriptBaseClass.PRIM_MATERIAL: + case (int)ScriptBaseClass.PRIM_PHANTOM: + case (int)ScriptBaseClass.PRIM_PHYSICS: + case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE: + case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: + case (int)ScriptBaseClass.PRIM_NAME: + case (int)ScriptBaseClass.PRIM_DESC: if (remain < 1) return; - LSL_Vector v; - v = rules.GetVector3Item(idx++); + idx++; + break; - SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); - if (part == null) - break; + case (int)ScriptBaseClass.PRIM_GLOW: + case (int)ScriptBaseClass.PRIM_FULLBRIGHT: + case (int)ScriptBaseClass.PRIM_TEXGEN: + if (remain < 2) + return; + idx += 2; + break; - LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; - LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; - if (llGetLinkNumber() > 1) + case (int)ScriptBaseClass.PRIM_TYPE: + if (remain < 3) + return; + code = (int)rules.GetLSLIntegerItem(idx++); + remain = rules.Length - idx; + switch (code) { - localRot = llGetLocalRot(); - localPos = llGetLocalPos(); + case (int)ScriptBaseClass.PRIM_TYPE_BOX: + case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER: + case (int)ScriptBaseClass.PRIM_TYPE_PRISM: + if (remain < 6) + return; + idx += 6; + break; + + case (int)ScriptBaseClass.PRIM_TYPE_SPHERE: + if (remain < 5) + return; + idx += 5; + break; + + case (int)ScriptBaseClass.PRIM_TYPE_TORUS: + case (int)ScriptBaseClass.PRIM_TYPE_TUBE: + case (int)ScriptBaseClass.PRIM_TYPE_RING: + if (remain < 11) + return; + idx += 11; + break; + + case (int)ScriptBaseClass.PRIM_TYPE_SCULPT: + if (remain < 2) + return; + idx += 2; + break; } + break; - v -= localPos; - v /= localRot; + case (int)ScriptBaseClass.PRIM_COLOR: + case (int)ScriptBaseClass.PRIM_TEXT: + case (int)ScriptBaseClass.PRIM_BUMP_SHINY: + case (int)ScriptBaseClass.PRIM_OMEGA: + if (remain < 3) + return; + idx += 3; + break; - LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f); - - v = v + 2 * sitOffset; + case (int)ScriptBaseClass.PRIM_TEXTURE: + case (int)ScriptBaseClass.PRIM_POINT_LIGHT: + case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL: + if (remain < 5) + return; + idx += 5; + break; - av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z); - av.SendAvatarDataToAllAgents(); - - } - break; - - case (int)ScriptBaseClass.PRIM_ROTATION: - { - if (remain < 1) + case (int)ScriptBaseClass.PRIM_FLEXIBLE: + if (remain < 7) return; - LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; - LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; - if (llGetLinkNumber() > 1) + idx += 7; + break; + + case (int)ScriptBaseClass.PRIM_LINK_TARGET: + if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. + return; + + if (positionChanged) { - localRot = llGetLocalRot(); - localPos = llGetLocalPos(); + positionChanged = false; + av.OffsetPosition = finalPos; + av.SendAvatarDataToAllAgents(); } - LSL_Rotation r; - r = rules.GetQuaternionItem(idx++); - r = r * llGetRootRotation() / localRot; - av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); - av.SendAvatarDataToAllAgents(); - } - break; + LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); + LSL_List new_rules = rules.GetSublist(idx, -1); + setLinkPrimParams((int)new_linknumber, new_rules); + return; + } + } + } + + finally + { + if (positionChanged) + { + av.OffsetPosition = finalPos; + av.SendAvatarDataToAllAgents(); + positionChanged = false; } } } @@ -7798,6 +7956,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api int idx = 0; + SceneObjectGroup parentgrp = part.ParentGroup; + bool positionChanged = false; LSL_Vector currentPosition = GetPartLocalPos(part); @@ -7820,8 +7980,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; v=rules.GetVector3Item(idx++); - positionChanged = true; currentPosition = GetSetPosTarget(part, v, currentPosition); + positionChanged = true; break; case (int)ScriptBaseClass.PRIM_SIZE: @@ -7837,8 +7997,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; LSL_Rotation q = rules.GetQuaternionItem(idx++); + SceneObjectPart rootPart = parentgrp.RootPart; // try to let this work as in SL... - if (part.ParentID == 0) + if (rootPart == part) { // special case: If we are root, rotate complete SOG to new rotation SetRot(part, Rot2Quaternion(q)); @@ -7846,7 +8007,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else { // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. - SceneObjectPart rootPart = part.ParentGroup.RootPart; + // sounds like sl bug that we need to replicate SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); } @@ -8099,7 +8260,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; string ph = rules.Data[idx++].ToString(); - m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); + parentgrp.ScriptSetPhantomStatus(ph.Equals("1")); break; @@ -8152,7 +8313,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; string temp = rules.Data[idx++].ToString(); - m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); + parentgrp.ScriptSetTemporaryStatus(temp.Equals("1")); break; @@ -8202,13 +8363,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api LSL_Float gain = rules.GetLSLFloatItem(idx++); TargetOmega(part, axis, (double)spinrate, (double)gain); break; + case (int)ScriptBaseClass.PRIM_LINK_TARGET: if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. return; + + // do a pending position change before jumping to other part/avatar + if (positionChanged) + { + positionChanged = false; + if (parentgrp == null) + return; + + if (parentgrp.RootPart == part) + { + + Util.FireAndForget(delegate(object x) + { + parentgrp.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); + parentgrp.HasGroupChanged = true; + parentgrp.ScheduleGroupForTerseUpdate(); + } + } + LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); LSL_List new_rules = rules.GetSublist(idx, -1); setLinkPrimParams((int)new_linknumber, new_rules); - return; } } @@ -8233,24 +8418,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } - - if (positionChanged) - { - if (part.ParentGroup.RootPart == part) - { - SceneObjectGroup parent = part.ParentGroup; - Util.FireAndForget(delegate(object x) { - 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(); - } - } } public LSL_String llStringToBase64(string str) @@ -8547,16 +8714,291 @@ 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 parts = GetLinkParts(linknumber); + List 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(); +// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed + SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone?? + + 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.OffsetPosition; + + Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f); + pos -= sitOffset; + + if( sitPart != null) + pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation(); + + 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.Rotation; + if (sitPart != null) + { + rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation + } + + 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++); + + 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.Rotation; + + if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) + { + lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset + } + res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W)); + break; + + case (int)ScriptBaseClass.PRIM_POS_LOCAL: + Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part + Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f); + lpos -= lsitOffset; + + if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) + { + lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim + } + res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z)); + break; + + case (int)ScriptBaseClass.PRIM_LINK_TARGET: + if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. + return res; + LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); + LSL_List new_rules = rules.GetSublist(idx, -1); + + res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules); + return res; + } + } return res; } @@ -8946,6 +9388,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api res.Add(new LSL_Float(primglow)); } break; + case (int)ScriptBaseClass.PRIM_TEXT: Color4 textColor = part.GetTextColor(); res.Add(new LSL_String(part.Text)); @@ -8954,18 +9397,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api textColor.B)); res.Add(new LSL_Float(textColor.A)); break; + case (int)ScriptBaseClass.PRIM_NAME: res.Add(new LSL_String(part.Name)); break; + case (int)ScriptBaseClass.PRIM_DESC: res.Add(new LSL_String(part.Description)); break; + case (int)ScriptBaseClass.PRIM_ROT_LOCAL: res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); break; + case (int)ScriptBaseClass.PRIM_POS_LOCAL: res.Add(new LSL_Vector(GetPartLocalPos(part))); break; + + case (int)ScriptBaseClass.PRIM_LINK_TARGET: + if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. + return res; + LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); + LSL_List new_rules = rules.GetSublist(idx, -1); + LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules); + res += tres; + return res; } } return res; @@ -11134,6 +11590,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api LSL_List ret = new LSL_List(); UUID key = new UUID(); + + if (UUID.TryParse(id, out key)) { ScenePresence av = World.GetScenePresence(key); @@ -11151,13 +11609,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ret.Add(new LSL_String("")); break; case ScriptBaseClass.OBJECT_POS: - ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); + Vector3 avpos; + + if (av.ParentID != 0 && av.ParentPart != null) + { + avpos = av.OffsetPosition; + + Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f); + avpos -= sitOffset; + + avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation(); + } + else + avpos = av.AbsolutePosition; + + ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z)); break; case ScriptBaseClass.OBJECT_ROT: - ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); + Quaternion avrot = av.Rotation; + if (av.ParentID != 0 && av.ParentPart != null) + { + avrot = av.ParentPart.GetWorldRotation() * avrot; + } + ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W)); break; case ScriptBaseClass.OBJECT_VELOCITY: - ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); + Vector3 avvel = av.Velocity; + ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z)); break; case ScriptBaseClass.OBJECT_OWNER: ret.Add(new LSL_String(id)); @@ -11213,17 +11691,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case ScriptBaseClass.OBJECT_NAME: ret.Add(new LSL_String(obj.Name)); break; - case ScriptBaseClass.OBJECT_DESC: + case ScriptBaseClass.OBJECT_DESC: ret.Add(new LSL_String(obj.Description)); break; case ScriptBaseClass.OBJECT_POS: - ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); + Vector3 opos = obj.AbsolutePosition; + ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z)); break; case ScriptBaseClass.OBJECT_ROT: - ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W)); +// Quaternion orot = obj.RotationOffset; +// ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W)); + + LSL_Rotation objrot = GetPartRot(obj); + ret.Add(objrot); break; case ScriptBaseClass.OBJECT_VELOCITY: - ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); + Vector3 ovel = obj.Velocity; + ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z)); break; case ScriptBaseClass.OBJECT_OWNER: ret.Add(new LSL_String(obj.OwnerID.ToString())); @@ -11257,9 +11741,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // The value returned in SL for normal prims is prim count ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); break; - // The following 3 costs I have intentionaly coded to return zero. They are part of - // "Land Impact" calculations. These calculations are probably not applicable - // to OpenSim and are not yet complete in SL + + // costs below may need to be diferent for root parts, need to check case ScriptBaseClass.OBJECT_SERVER_COST: // The linden calculation is here // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight @@ -11267,16 +11750,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ret.Add(new LSL_Float(0)); break; case ScriptBaseClass.OBJECT_STREAMING_COST: - // The linden calculation is here - // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost - // The value returned in SL for normal prims looks like the prim count * 0.06 - ret.Add(new LSL_Float(0)); + // The value returned in SL for normal prims is prim count * 0.06 + ret.Add(new LSL_Float(obj.StreamingCost)); break; case ScriptBaseClass.OBJECT_PHYSICS_COST: - // The linden calculation is here - // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics - // The value returned in SL for normal prims looks like the prim count - ret.Add(new LSL_Float(0)); + // The value returned in SL for normal prims is prim count + ret.Add(new LSL_Float(obj.PhysicsCost)); break; default: // Invalid or unhandled constant. @@ -11933,9 +12412,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api results.Add(r); } - // bug: will not detect phantom unless they are physical - // don't use ObjectIntersection because its also bad - + // TODO: Replace this with a better solution. ObjectIntersection can only + // detect nonphysical phantoms. They are detected by virtue of being + // nonphysical (e.g. no PhysActor) so will not conflict with detecting + // physicsl phantoms as done by the physics scene + // We don't want anything else but phantoms here. + if (detectPhantom) + { + ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true); + foreach (ContactResult r in objectHits) + results.Add(r); + } } else {