Merge branch 'avination' into careminster

Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
avinationmerge
Melanie 2012-06-15 15:48:34 +01:00
commit ff21007b93
3 changed files with 591 additions and 97 deletions

View File

@ -3030,10 +3030,14 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (!m_rootPart.BlockGrab) if (!m_rootPart.BlockGrab)
{ {
Vector3 llmoveforce = pos - AbsolutePosition; /* Vector3 llmoveforce = pos - AbsolutePosition;
Vector3 grabforce = llmoveforce; Vector3 grabforce = llmoveforce;
grabforce = (grabforce / 10) * pa.Mass; 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); m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
} }
} }

View File

@ -2394,7 +2394,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 up = new Vector3((float)x, (float)y, (float)z); Vector3 up = new Vector3((float)x, (float)y, (float)z);
Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
Rotation = sitTargetOrient; Rotation = sitTargetOrient;
ParentPosition = part.AbsolutePosition; ParentPosition = part.AbsolutePosition;
part.ParentGroup.AddAvatar(UUID); part.ParentGroup.AddAvatar(UUID);

View File

@ -2332,7 +2332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// scene // scene
PhysicsActor pa = part.PhysActor; PhysicsActor pa = part.PhysActor;
if (pa != null && !pa.IsPhysical) if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
{ {
part.ParentGroup.ResetChildPrimPhysicsPositions(); part.ParentGroup.ResetChildPrimPhysicsPositions();
} }
@ -6917,7 +6917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
// LSL quaternions can normalize to 0, normal Quaternions can't. // LSL quaternions can normalize to 0, normal Quaternions can't.
if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 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.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
part.SitTargetOrientation = Rot2Quaternion(rot); part.SitTargetOrientation = Rot2Quaternion(rot);
@ -7720,73 +7720,231 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScriptSleep(200); 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) 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. //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; 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++); while (idx < rules.Length)
int remain = rules.Length - idx;
switch (code)
{ {
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) if (remain < 1)
return; return;
LSL_Vector v; idx++;
v = rules.GetVector3Item(idx++); break;
SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); case (int)ScriptBaseClass.PRIM_GLOW:
if (part == null) case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
break; case (int)ScriptBaseClass.PRIM_TEXGEN:
if (remain < 2)
return;
idx += 2;
break;
LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; case (int)ScriptBaseClass.PRIM_TYPE:
LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; if (remain < 3)
if (llGetLinkNumber() > 1) return;
code = (int)rules.GetLSLIntegerItem(idx++);
remain = rules.Length - idx;
switch (code)
{ {
localRot = llGetLocalRot(); case (int)ScriptBaseClass.PRIM_TYPE_BOX:
localPos = llGetLocalPos(); 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; case (int)ScriptBaseClass.PRIM_COLOR:
v /= localRot; 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); case (int)ScriptBaseClass.PRIM_TEXTURE:
case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
v = v + 2 * sitOffset; 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); case (int)ScriptBaseClass.PRIM_FLEXIBLE:
av.SendAvatarDataToAllAgents(); if (remain < 7)
}
break;
case (int)ScriptBaseClass.PRIM_ROTATION:
{
if (remain < 1)
return; return;
LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; idx += 7;
LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; break;
if (llGetLinkNumber() > 1)
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(); positionChanged = false;
localPos = llGetLocalPos(); av.OffsetPosition = finalPos;
av.SendAvatarDataToAllAgents();
} }
LSL_Rotation r; LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
r = rules.GetQuaternionItem(idx++); LSL_List new_rules = rules.GetSublist(idx, -1);
r = r * llGetRootRotation() / localRot; setLinkPrimParams((int)new_linknumber, new_rules);
av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); return;
av.SendAvatarDataToAllAgents(); }
} }
break; }
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();
foreach (var part in parts) if (parts.Count > 0)
{ {
LSL_List partRes = GetLinkPrimitiveParams(part, rules); foreach (var part in parts)
res += partRes; {
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; 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));
@ -11213,17 +11691,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case ScriptBaseClass.OBJECT_NAME: case ScriptBaseClass.OBJECT_NAME:
ret.Add(new LSL_String(obj.Name)); ret.Add(new LSL_String(obj.Name));
break; break;
case ScriptBaseClass.OBJECT_DESC: case ScriptBaseClass.OBJECT_DESC:
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
{ {