Merge branch 'avination' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.csavinationmerge
commit
ff21007b93
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@ -3030,10 +3030,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (!m_rootPart.BlockGrab)
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if (!m_rootPart.BlockGrab)
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{
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{
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Vector3 llmoveforce = pos - AbsolutePosition;
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/* Vector3 llmoveforce = pos - AbsolutePosition;
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Vector3 grabforce = llmoveforce;
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Vector3 grabforce = llmoveforce;
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grabforce = (grabforce / 10) * pa.Mass;
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grabforce = (grabforce / 10) * pa.Mass;
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pa.AddForce(grabforce, true);
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*/
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// empirically convert distance diference to a impulse
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Vector3 grabforce = pos - AbsolutePosition;
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grabforce = grabforce * (pa.Mass/ 10.0f);
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pa.AddForce(grabforce, false);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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}
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}
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@ -2394,7 +2394,10 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
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Rotation = sitTargetOrient;
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Rotation = sitTargetOrient;
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ParentPosition = part.AbsolutePosition;
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ParentPosition = part.AbsolutePosition;
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part.ParentGroup.AddAvatar(UUID);
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part.ParentGroup.AddAvatar(UUID);
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@ -2332,7 +2332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// scene
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// scene
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PhysicsActor pa = part.PhysActor;
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PhysicsActor pa = part.PhysActor;
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if (pa != null && !pa.IsPhysical)
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if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
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{
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{
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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}
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}
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@ -6917,7 +6917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// LSL quaternions can normalize to 0, normal Quaternions can't.
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// LSL quaternions can normalize to 0, normal Quaternions can't.
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if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
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if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
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rot.z = 1; // ZERO_ROTATION = 0,0,0,1
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rot.s = 1; // ZERO_ROTATION = 0,0,0,1
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part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
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part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
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part.SitTargetOrientation = Rot2Quaternion(rot);
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part.SitTargetOrientation = Rot2Quaternion(rot);
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@ -7720,13 +7720,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScriptSleep(200);
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ScriptSleep(200);
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}
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}
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// vector up using libomv (c&p from sop )
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// vector up rotated by r
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private Vector3 Zrot(Quaternion r)
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{
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double x, y, z, m;
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m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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if (Math.Abs(1.0 - m) > 0.000001)
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{
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m = 1.0 / Math.Sqrt(m);
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r.X *= (float)m;
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r.Y *= (float)m;
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r.Z *= (float)m;
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r.W *= (float)m;
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}
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x = 2 * (r.X * r.Z + r.Y * r.W);
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y = 2 * (-r.X * r.W + r.Y * r.Z);
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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return new Vector3((float)x, (float)y, (float)z);
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}
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protected void SetPrimParams(ScenePresence av, LSL_List rules)
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protected void SetPrimParams(ScenePresence av, LSL_List rules)
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{
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{
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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//We only support PRIM_POSITION and PRIM_ROTATION
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int idx = 0;
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int idx = 0;
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SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
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bool positionChanged = false;
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Vector3 finalPos = Vector3.Zero;
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try
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{
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while (idx < rules.Length)
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while (idx < rules.Length)
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{
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{
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int code = rules.GetLSLIntegerItem(idx++);
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int code = rules.GetLSLIntegerItem(idx++);
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@ -7735,35 +7763,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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switch (code)
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switch (code)
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{
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{
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// a avatar is a child
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case (int)ScriptBaseClass.PRIM_POSITION:
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case (int)ScriptBaseClass.PRIM_POSITION:
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case (int)ScriptBaseClass.PRIM_POS_LOCAL:
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{
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{
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if (remain < 1)
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if (remain < 1)
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return;
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return;
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LSL_Vector v;
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LSL_Vector v;
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v = rules.GetVector3Item(idx++);
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v = rules.GetVector3Item(idx++);
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SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
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if (sitpart == null)
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if (part == null)
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break;
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break;
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LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
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Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
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LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
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if (llGetLinkNumber() > 1)
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if (sitpart != sitpart.ParentGroup.RootPart)
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{
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{
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localRot = llGetLocalRot();
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pos -= sitpart.OffsetPosition; // remove sit part offset
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localPos = llGetLocalPos();
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Quaternion rot = sitpart.RotationOffset;
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pos *= Quaternion.Conjugate(rot); // removed sit part rotation
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}
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}
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Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
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pos += sitOffset;
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v -= localPos;
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finalPos = pos;
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v /= localRot;
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positionChanged = true;
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LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
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v = v + 2 * sitOffset;
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av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
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av.SendAvatarDataToAllAgents();
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}
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}
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break;
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break;
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@ -7772,21 +7796,155 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (remain < 1)
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if (remain < 1)
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return;
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return;
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LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
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if (sitpart == null)
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LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
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break;
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if (llGetLinkNumber() > 1)
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LSL_Rotation r = rules.GetQuaternionItem(idx++);
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Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
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// need to replicate SL bug
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SceneObjectGroup sitgrp = sitpart.ParentGroup;
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if (sitgrp != null && sitgrp.RootPart != sitpart)
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{
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{
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localRot = llGetLocalRot();
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rot = sitgrp.RootPart.RotationOffset * rot;
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localPos = llGetLocalPos();
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}
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}
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LSL_Rotation r;
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Quaternion srot = sitpart.RotationOffset;
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r = rules.GetQuaternionItem(idx++);
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rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
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r = r * llGetRootRotation() / localRot;
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av.Rotation = rot;
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av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
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av.SendAvatarDataToAllAgents();
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av.SendAvatarDataToAllAgents();
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}
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}
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break;
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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{
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if (remain < 1)
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return;
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if (sitpart == null)
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break;
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LSL_Rotation r = rules.GetQuaternionItem(idx++);
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Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
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if (sitpart != sitpart.ParentGroup.RootPart)
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{
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Quaternion srot = sitpart.RotationOffset;
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rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
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}
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av.Rotation = rot;
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av.SendAvatarDataToAllAgents();
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}
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break;
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// parse rest doing nothing but number of parameters error check
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case (int)ScriptBaseClass.PRIM_SIZE:
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case (int)ScriptBaseClass.PRIM_MATERIAL:
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case (int)ScriptBaseClass.PRIM_PHANTOM:
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case (int)ScriptBaseClass.PRIM_PHYSICS:
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case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
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case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
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case (int)ScriptBaseClass.PRIM_NAME:
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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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idx++;
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break;
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case (int)ScriptBaseClass.PRIM_GLOW:
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case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
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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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idx += 2;
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|
break;
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|
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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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|
switch (code)
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{
|
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case (int)ScriptBaseClass.PRIM_TYPE_BOX:
|
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|
case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
|
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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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|
idx += 6;
|
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|
break;
|
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|
|
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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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|
idx += 5;
|
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|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
|
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|
case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
|
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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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|
idx += 11;
|
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|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
|
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|
if (remain < 2)
|
||||||
|
return;
|
||||||
|
idx += 2;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_COLOR:
|
||||||
|
case (int)ScriptBaseClass.PRIM_TEXT:
|
||||||
|
case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
|
||||||
|
case (int)ScriptBaseClass.PRIM_OMEGA:
|
||||||
|
if (remain < 3)
|
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|
return;
|
||||||
|
idx += 3;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_TEXTURE:
|
||||||
|
case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
|
||||||
|
case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
|
||||||
|
if (remain < 5)
|
||||||
|
return;
|
||||||
|
idx += 5;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
|
||||||
|
if (remain < 7)
|
||||||
|
return;
|
||||||
|
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
positionChanged = false;
|
||||||
|
av.OffsetPosition = finalPos;
|
||||||
|
av.SendAvatarDataToAllAgents();
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
int idx = 0;
|
||||||
|
|
||||||
|
SceneObjectGroup parentgrp = part.ParentGroup;
|
||||||
|
|
||||||
bool positionChanged = false;
|
bool positionChanged = false;
|
||||||
LSL_Vector currentPosition = GetPartLocalPos(part);
|
LSL_Vector currentPosition = GetPartLocalPos(part);
|
||||||
|
|
||||||
|
@ -7820,8 +7980,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return;
|
return;
|
||||||
|
|
||||||
v=rules.GetVector3Item(idx++);
|
v=rules.GetVector3Item(idx++);
|
||||||
positionChanged = true;
|
|
||||||
currentPosition = GetSetPosTarget(part, v, currentPosition);
|
currentPosition = GetSetPosTarget(part, v, currentPosition);
|
||||||
|
positionChanged = true;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case (int)ScriptBaseClass.PRIM_SIZE:
|
case (int)ScriptBaseClass.PRIM_SIZE:
|
||||||
|
@ -7837,8 +7997,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return;
|
return;
|
||||||
|
|
||||||
LSL_Rotation q = rules.GetQuaternionItem(idx++);
|
LSL_Rotation q = rules.GetQuaternionItem(idx++);
|
||||||
|
SceneObjectPart rootPart = parentgrp.RootPart;
|
||||||
// try to let this work as in SL...
|
// 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
|
// special case: If we are root, rotate complete SOG to new rotation
|
||||||
SetRot(part, Rot2Quaternion(q));
|
SetRot(part, Rot2Quaternion(q));
|
||||||
|
@ -7846,7 +8007,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
else
|
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.
|
// 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));
|
SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -8099,7 +8260,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return;
|
return;
|
||||||
|
|
||||||
string ph = rules.Data[idx++].ToString();
|
string ph = rules.Data[idx++].ToString();
|
||||||
m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
|
parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -8152,7 +8313,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return;
|
return;
|
||||||
string temp = rules.Data[idx++].ToString();
|
string temp = rules.Data[idx++].ToString();
|
||||||
|
|
||||||
m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
|
parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -8202,13 +8363,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
LSL_Float gain = rules.GetLSLFloatItem(idx++);
|
LSL_Float gain = rules.GetLSLFloatItem(idx++);
|
||||||
TargetOmega(part, axis, (double)spinrate, (double)gain);
|
TargetOmega(part, axis, (double)spinrate, (double)gain);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_LINK_TARGET:
|
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.
|
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;
|
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_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
|
||||||
LSL_List new_rules = rules.GetSublist(idx, -1);
|
LSL_List new_rules = rules.GetSublist(idx, -1);
|
||||||
setLinkPrimParams((int)new_linknumber, new_rules);
|
setLinkPrimParams((int)new_linknumber, new_rules);
|
||||||
|
|
||||||
return;
|
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)
|
public LSL_String llStringToBase64(string str)
|
||||||
|
@ -8547,16 +8714,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
|
||||||
|
// acording to SL wiki this must indicate a single link number or link_root or link_this.
|
||||||
|
// keep other options as before
|
||||||
|
|
||||||
List<SceneObjectPart> parts = GetLinkParts(linknumber);
|
List<SceneObjectPart> parts = GetLinkParts(linknumber);
|
||||||
|
List<ScenePresence> avatars = GetLinkAvatars(linknumber);
|
||||||
|
|
||||||
LSL_List res = new LSL_List();
|
LSL_List res = new LSL_List();
|
||||||
|
|
||||||
|
if (parts.Count > 0)
|
||||||
|
{
|
||||||
foreach (var part in parts)
|
foreach (var part in parts)
|
||||||
{
|
{
|
||||||
LSL_List partRes = GetLinkPrimitiveParams(part, rules);
|
LSL_List partRes = GetLinkPrimitiveParams(part, rules);
|
||||||
res += partRes;
|
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;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -8946,6 +9388,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
res.Add(new LSL_Float(primglow));
|
res.Add(new LSL_Float(primglow));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_TEXT:
|
case (int)ScriptBaseClass.PRIM_TEXT:
|
||||||
Color4 textColor = part.GetTextColor();
|
Color4 textColor = part.GetTextColor();
|
||||||
res.Add(new LSL_String(part.Text));
|
res.Add(new LSL_String(part.Text));
|
||||||
|
@ -8954,18 +9397,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
textColor.B));
|
textColor.B));
|
||||||
res.Add(new LSL_Float(textColor.A));
|
res.Add(new LSL_Float(textColor.A));
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_NAME:
|
case (int)ScriptBaseClass.PRIM_NAME:
|
||||||
res.Add(new LSL_String(part.Name));
|
res.Add(new LSL_String(part.Name));
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_DESC:
|
case (int)ScriptBaseClass.PRIM_DESC:
|
||||||
res.Add(new LSL_String(part.Description));
|
res.Add(new LSL_String(part.Description));
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
||||||
res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
|
res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_POS_LOCAL:
|
case (int)ScriptBaseClass.PRIM_POS_LOCAL:
|
||||||
res.Add(new LSL_Vector(GetPartLocalPos(part)));
|
res.Add(new LSL_Vector(GetPartLocalPos(part)));
|
||||||
break;
|
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;
|
return res;
|
||||||
|
@ -11134,6 +11590,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
|
|
||||||
LSL_List ret = new LSL_List();
|
LSL_List ret = new LSL_List();
|
||||||
UUID key = new UUID();
|
UUID key = new UUID();
|
||||||
|
|
||||||
|
|
||||||
if (UUID.TryParse(id, out key))
|
if (UUID.TryParse(id, out key))
|
||||||
{
|
{
|
||||||
ScenePresence av = World.GetScenePresence(key);
|
ScenePresence av = World.GetScenePresence(key);
|
||||||
|
@ -11151,13 +11609,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
ret.Add(new LSL_String(""));
|
ret.Add(new LSL_String(""));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_POS:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_ROT:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_VELOCITY:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_OWNER:
|
case ScriptBaseClass.OBJECT_OWNER:
|
||||||
ret.Add(new LSL_String(id));
|
ret.Add(new LSL_String(id));
|
||||||
|
@ -11217,13 +11695,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
ret.Add(new LSL_String(obj.Description));
|
ret.Add(new LSL_String(obj.Description));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_POS:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_ROT:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_VELOCITY:
|
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;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_OWNER:
|
case ScriptBaseClass.OBJECT_OWNER:
|
||||||
ret.Add(new LSL_String(obj.OwnerID.ToString()));
|
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
|
// The value returned in SL for normal prims is prim count
|
||||||
ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
|
ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
|
||||||
break;
|
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
|
// costs below may need to be diferent for root parts, need to check
|
||||||
// to OpenSim and are not yet complete in SL
|
|
||||||
case ScriptBaseClass.OBJECT_SERVER_COST:
|
case ScriptBaseClass.OBJECT_SERVER_COST:
|
||||||
// The linden calculation is here
|
// The linden calculation is here
|
||||||
// http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
|
// 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));
|
ret.Add(new LSL_Float(0));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_STREAMING_COST:
|
case ScriptBaseClass.OBJECT_STREAMING_COST:
|
||||||
// The linden calculation is here
|
// The value returned in SL for normal prims is prim count * 0.06
|
||||||
// http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost
|
ret.Add(new LSL_Float(obj.StreamingCost));
|
||||||
// The value returned in SL for normal prims looks like the prim count * 0.06
|
|
||||||
ret.Add(new LSL_Float(0));
|
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_PHYSICS_COST:
|
case ScriptBaseClass.OBJECT_PHYSICS_COST:
|
||||||
// The linden calculation is here
|
// The value returned in SL for normal prims is prim count
|
||||||
// http://wiki.secondlife.com/wiki/Mesh/Mesh_physics
|
ret.Add(new LSL_Float(obj.PhysicsCost));
|
||||||
// The value returned in SL for normal prims looks like the prim count
|
|
||||||
ret.Add(new LSL_Float(0));
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
// Invalid or unhandled constant.
|
// Invalid or unhandled constant.
|
||||||
|
@ -11933,9 +12412,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
results.Add(r);
|
results.Add(r);
|
||||||
}
|
}
|
||||||
|
|
||||||
// bug: will not detect phantom unless they are physical
|
// TODO: Replace this with a better solution. ObjectIntersection can only
|
||||||
// don't use ObjectIntersection because its also bad
|
// 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
|
else
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue