OpenSimMirror/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs

2126 lines
78 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Text; // rex, StringBuilder needed
using System.Collections.Generic;
using System.Drawing;
using System.Xml;
using System.Xml.Serialization;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public partial class SceneObjectPart : IScriptHost
{
private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL =
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer;
private const LLObject.ObjectFlags OBJFULL_MASK_OWNER =
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify |
LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner;
private const uint OBJNEXT_OWNER = 2147483647;
private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
private const uint FULL_MASK_PERMISSIONS_OWNER = 2147483647;
[XmlIgnore] public PhysicsActor PhysActor = null;
public LLUUID LastOwnerID;
public LLUUID OwnerID;
public LLUUID GroupID;
public int OwnershipCost;
public byte ObjectSaleType;
public int SalePrice;
public uint Category;
public Int32 CreationDate;
public uint ParentID = 0;
private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0);
private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
private LLUUID m_SitTargetAvatar = LLUUID.Zero;
//
// Main grid has default permissions as follows
//
public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
public uint NextOwnerMask = OBJNEXT_OWNER;
public uint GroupMask = (uint) LLObject.ObjectFlags.None;
public uint EveryoneMask = (uint) LLObject.ObjectFlags.None;
public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
protected byte[] m_particleSystem = new byte[0];
[XmlIgnore] public uint TimeStampFull = 0;
[XmlIgnore] public uint TimeStampTerse = 0;
[XmlIgnore] public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
/// <summary>
/// Only used internally to schedule client updates
/// </summary>
private byte m_updateFlag;
// rex, extra parameters & their definitions
// reX extra block parameters in easily readable format
public string m_RexClassName = "";
public byte m_RexFlags = 0;
public byte m_RexCollisionType = 0;
public float m_RexDrawDistance = 0.0F;
public float m_RexLOD = 0.0F;
public LLUUID m_RexMeshUUID = LLUUID.Zero;
public LLUUID m_RexCollisionMeshUUID = LLUUID.Zero;
public List<LLUUID> m_RexMaterialUUID = new List<LLUUID>();
public byte m_RexFixedMaterial = 0;
public LLUUID m_RexParticleScriptUUID = LLUUID.Zero;
// reX extra parameter block defines
public const int PARAMS_REX = 0x0100;
// Bit values for flags
public const int REXFLAGS_ISMESH = 0x01;
public const int REXFLAGS_ISVISIBLE = 0x02;
public const int REXFLAGS_CASTSHADOWS = 0x04;
public const int REXFLAGS_SHOWTEXT = 0x08;
public const int REXFLAGS_SCALEMESH = 0x10;
public const int REXFLAGS_SOLIDALPHA = 0x20;
public const int REXFLAGS_ISBILLBOARD = 0x40;
public const int REXFLAGS_USEPARTICLESCRIPT = 0x80;
// Collision type enumeration (still unused :))
public const int REXCOLLISION_VOLUME = 0x01;
public const int REXCOLLISION_TRIMESH = 0x02;
// Attachment parameters
private ScenePresence m_attachPresence = null;
private byte m_attachPt;
private LLQuaternion m_attachRot;
private RegionInfo m_attachRegInfo;
private LLUUID m_attachAgentId;
// rexend
#region Properties
public LLUUID CreatorID;
public LLUUID ObjectCreator
{
get { return CreatorID; }
}
protected LLUUID m_uuid;
public LLUUID UUID
{
get { return m_uuid; }
set { m_uuid = value; }
}
protected uint m_localID;
public uint LocalID
{
get { return m_localID; }
set { m_localID = value; }
}
protected string m_name;
public virtual string Name
{
get { return m_name; }
set { m_name = value; }
}
protected LLObject.ObjectFlags m_flags = 0;
public uint ObjectFlags
{
get { return (uint) m_flags; }
set { m_flags = (LLObject.ObjectFlags) value; }
}
protected LLObject.MaterialType m_material = 0;
public byte Material
{
get { return (byte) m_material; }
set { m_material = (LLObject.MaterialType) value; }
}
protected ulong m_regionHandle;
public ulong RegionHandle
{
get { return m_regionHandle; }
set { m_regionHandle = value; }
}
//unkown if this will be kept, added as a way of removing the group position from the group class
protected LLVector3 m_groupPosition;
public LLVector3 GroupPosition
{
get
{
if (PhysActor != null)
{
m_groupPosition.X = PhysActor.Position.X;
m_groupPosition.Y = PhysActor.Position.Y;
m_groupPosition.Z = PhysActor.Position.Z;
}
return m_groupPosition;
}
set
{
if (PhysActor != null)
{
try
{
//lock (m_parentGroup.Scene.SyncRoot)
//{
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
//}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
m_groupPosition = value;
}
}
protected LLVector3 m_offsetPosition;
public LLVector3 OffsetPosition
{
get { return m_offsetPosition; }
set { m_offsetPosition = value; }
}
public LLVector3 AbsolutePosition
{
get { return m_offsetPosition + m_groupPosition; }
}
protected LLQuaternion m_rotationOffset;
public LLQuaternion RotationOffset
{
get
{
if (PhysActor != null)
{
if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
{
m_rotationOffset.X = PhysActor.Orientation.x;
m_rotationOffset.Y = PhysActor.Orientation.y;
m_rotationOffset.Z = PhysActor.Orientation.z;
m_rotationOffset.W = PhysActor.Orientation.w;
}
}
return m_rotationOffset;
}
set
{
if (PhysActor != null)
{
try
{
//lock (Scene.SyncRoot)
//{
PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
//}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
m_rotationOffset = value;
}
}
protected LLVector3 m_velocity;
protected LLVector3 m_rotationalvelocity;
/// <summary></summary>
public LLVector3 Velocity
{
get
{
//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
//|| PhysActor.Velocity.z != 0)
//{
if (PhysActor != null)
{
if (PhysActor.IsPhysical)
{
m_velocity.X = PhysActor.Velocity.X;
m_velocity.Y = PhysActor.Velocity.Y;
m_velocity.Z = PhysActor.Velocity.Z;
}
}
return m_velocity;
}
set { m_velocity = value; }
}
public LLVector3 RotationalVelocity
{
get
{
//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
//|| PhysActor.Velocity.z != 0)
//{
if (PhysActor != null)
{
if (PhysActor.IsPhysical)
{
m_rotationalvelocity.X = PhysActor.RotationalVelocity.X;
m_rotationalvelocity.Y = PhysActor.RotationalVelocity.Y;
m_rotationalvelocity.Z = PhysActor.RotationalVelocity.Z;
}
}
return m_rotationalvelocity;
}
set { m_rotationalvelocity = value; }
}
protected LLVector3 m_angularVelocity;
/// <summary></summary>
public LLVector3 AngularVelocity
{
get { return m_angularVelocity; }
set { m_angularVelocity = value; }
}
protected LLVector3 m_acceleration;
/// <summary></summary>
public LLVector3 Acceleration
{
get { return m_acceleration; }
set { m_acceleration = value; }
}
private string m_description = "";
public string Description
{
get { return m_description; }
set { m_description = value; }
}
private Color m_color = Color.Black;
public Color Color
{
get { return m_color; }
set
{
m_color = value;
/* ScheduleFullUpdate() need not be called b/c after
* setting the color, the text will be set, so then
* ScheduleFullUpdate() will be called. */
//ScheduleFullUpdate();
}
}
private string m_text = "";
public Vector3 SitTargetPosition
{
get { return m_sitTargetPosition; }
}
public Quaternion SitTargetOrientation
{
get { return m_sitTargetOrientation; }
}
public string Text
{
get { return m_text; }
set
{
m_text = value;
ScheduleFullUpdate();
}
}
private string m_sitName = "";
public string SitName
{
get { return m_sitName; }
set { m_sitName = value; }
}
private string m_touchName = "";
//rex (hack)
private LLUUID touchedBy = LLUUID.Zero;
//rex (hack)
public LLUUID TouchedBy
{
set
{
touchedBy = value;
}
get
{
return touchedBy;
}
}
public string TouchName
{
get { return m_touchName; }
set { m_touchName = value; }
}
private int m_linkNum = 0;
public int LinkNum
{
get { return m_linkNum; }
set { m_linkNum = value; }
}
private byte m_clickAction = 0;
public byte ClickAction
{
get { return m_clickAction; }
set
{
m_clickAction = value;
ScheduleFullUpdate();
}
}
protected PrimitiveBaseShape m_shape;
public PrimitiveBaseShape Shape
{
get { return m_shape; }
set { m_shape = value; }
}
public LLVector3 Scale
{
set { m_shape.Scale = value; }
get { return m_shape.Scale; }
}
public bool Stopped
{
get {
double threshold = 0.02;
return (Math.Abs(Velocity.X) < threshold &&
Math.Abs(Velocity.Y) < threshold &&
Math.Abs(Velocity.Z) < threshold &&
Math.Abs(AngularVelocity.X) < threshold &&
Math.Abs(AngularVelocity.Y) < threshold &&
Math.Abs(AngularVelocity.Z) < threshold);
}
}
#endregion
public LLUUID ObjectOwner
{
get { return OwnerID; }
}
// FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
protected SceneObjectGroup m_parentGroup;
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
}
public byte UpdateFlag
{
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
#region Constructors
/// <summary>
/// No arg constructor called by region restore db code
/// </summary>
public SceneObjectPart()
{
// It's not necessary to persist this
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
}
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
: this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition)
{
}
/// <summary>
/// Create a completely new SceneObjectPart (prim)
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="parent"></param>
/// <param name="ownerID"></param>
/// <param name="localID"></param>
/// <param name="shape"></param>
/// <param name="position"></param>
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset,
LLVector3 offsetPosition)
{
m_name = "Primitive";
m_regionHandle = regionHandle;
m_parentGroup = parent;
CreationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
OwnerID = ownerID;
CreatorID = OwnerID;
LastOwnerID = LLUUID.Zero;
UUID = LLUUID.Random();
LocalID = (uint) (localID);
Shape = shape;
// Todo: Add More Object Parameter from above!
OwnershipCost = 0;
ObjectSaleType = (byte) 0;
SalePrice = 0;
Category = (uint) 0;
LastOwnerID = CreatorID;
// End Todo: ///
GroupPosition = groupPosition;
OffsetPosition = offsetPosition;
RotationOffset = rotationOffset;
Velocity = new LLVector3(0, 0, 0);
m_rotationalvelocity = new LLVector3(0, 0, 0);
AngularVelocity = new LLVector3(0, 0, 0);
Acceleration = new LLVector3(0, 0, 0);
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
m_folderID = LLUUID.Random();
m_flags = 0;
m_flags |= LLObject.ObjectFlags.Touch |
LLObject.ObjectFlags.AllowInventoryDrop |
LLObject.ObjectFlags.CreateSelected;
ApplySanePermissions();
ScheduleFullUpdate();
}
/// <summary>
/// Re/create a SceneObjectPart (prim)
/// currently not used, and maybe won't be
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="parent"></param>
/// <param name="ownerID"></param>
/// <param name="localID"></param>
/// <param name="shape"></param>
/// <param name="position"></param>
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, int creationDate, LLUUID ownerID,
LLUUID creatorID, LLUUID lastOwnerID, uint localID, PrimitiveBaseShape shape,
LLVector3 position, LLQuaternion rotation, uint flags)
{
m_regionHandle = regionHandle;
m_parentGroup = parent;
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
CreationDate = creationDate;
OwnerID = ownerID;
CreatorID = creatorID;
LastOwnerID = lastOwnerID;
UUID = LLUUID.Random();
LocalID = (uint) (localID);
Shape = shape;
OwnershipCost = 0;
ObjectSaleType = (byte) 0;
SalePrice = 0;
Category = (uint) 0;
LastOwnerID = CreatorID;
OffsetPosition = position;
RotationOffset = rotation;
ObjectFlags = flags;
ApplySanePermissions();
// ApplyPhysics();
ScheduleFullUpdate();
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="xmlreader"></param>
/// <returns></returns>
public static SceneObjectPart FromXml(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
return newobject;
}
public void ApplyPhysics()
{
bool isPhysical = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
bool isPhantom = ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
bool usePhysics = isPhysical && !isPhantom;
if (usePhysics)
{
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
new Quaternion(RotationOffset.W, RotationOffset.X,
RotationOffset.Y, RotationOffset.Z), usePhysics,LocalID);
}
DoPhysicsPropertyUpdate(usePhysics, true);
}
public void ApplyNextOwnerPermissions()
{
BaseMask = NextOwnerMask;
OwnerMask = NextOwnerMask;
}
public void ApplySanePermissions()
{
// These are some flags that The OwnerMask should never have
OwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
OwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
OwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
OwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
OwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
OwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
OwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
OwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
// These are some flags that the next owner mask should never have
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
// These are some flags that the GroupMask should never have
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
GroupMask &= ~(uint) LLObject.ObjectFlags.Physics;
GroupMask &= ~(uint) LLObject.ObjectFlags.Phantom;
GroupMask &= ~(uint) LLObject.ObjectFlags.Scripted;
GroupMask &= ~(uint) LLObject.ObjectFlags.Touch;
GroupMask &= ~(uint) LLObject.ObjectFlags.Temporary;
GroupMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
GroupMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
GroupMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
GroupMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
GroupMask &= ~(uint) LLObject.ObjectFlags.Money;
GroupMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
GroupMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
GroupMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
// These are some flags that EveryoneMask should never have
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Physics;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Phantom;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Scripted;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Touch;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Temporary;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Money;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
// These are some flags that ObjectFlags (m_flags) should never have
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectYouOfficer;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectCopy;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectModify;
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectMove;
}
/// <summary>
///
/// </summary>
/// <param name="xmlWriter"></param>
public void ToXml(XmlWriter xmlWriter)
{
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
serializer.Serialize(xmlWriter, this);
}
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
{
// In this case we're using a sphere with a radius of the largest dimention of the prim
// TODO: Change to take shape into account
EntityIntersection returnresult = new EntityIntersection();
Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
Quaternion qRotation =
new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
//Quaternion worldRotation = (qRotation*parentrot);
//Matrix3 worldRotM = worldRotation.ToRotationMatrix();
Vector3 rOrigin = iray.Origin;
Vector3 rDirection = iray.Direction;
//rDirection = rDirection.Normalize();
// Buidling the first part of the Quadratic equation
Vector3 r2ndDirection = rDirection*rDirection;
float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
// Buidling the second part of the Quadratic equation
Vector3 tmVal2 = rOrigin - vAbsolutePosition;
Vector3 r2Direction = rDirection*2.0f;
Vector3 tmVal3 = r2Direction*tmVal2;
float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
// Buidling the third part of the Quadratic equation
Vector3 tmVal4 = rOrigin*rOrigin;
Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
// Set Radius to the largest dimention of the prim
float radius = 0f;
if (vScale.x > radius)
radius = vScale.x;
if (vScale.y > radius)
radius = vScale.y;
if (vScale.z > radius)
radius = vScale.z;
//radius = radius;
float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -
(2.0f*(tmVal6.x + tmVal6.y + tmVal6.z + (radius*radius)));
// Yuk Quadradrics.. Solve first
float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
if (rootsqr < 0.0f)
{
// No intersection
return returnresult;
}
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
if (root < 0.0f)
{
// perform second quadratic root solution
root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
// is there any intersection?
if (root < 0.0f)
{
// nope, no intersection
return returnresult;
}
}
// We got an intersection. putting together an EntityIntersection object with the
// intersection information
Vector3 ipoint =
new Vector3(iray.Origin.x + (iray.Direction.x*root), iray.Origin.y + (iray.Direction.y*root),
iray.Origin.z + (iray.Direction.z*root));
returnresult.HitTF = true;
returnresult.ipoint = ipoint;
// Normal is calculated by the difference and then normalizing the result
Vector3 normalpart = ipoint - vAbsolutePosition;
returnresult.normal = normalpart.Normalize();
// It's funny how the LLVector3 object has a Distance function, but the Axiom.Math object doesnt.
// I can write a function to do it.. but I like the fact that this one is Static.
LLVector3 distanceConvert1 = new LLVector3(iray.Origin.x, iray.Origin.y, iray.Origin.z);
LLVector3 distanceConvert2 = new LLVector3(ipoint.x, ipoint.y, ipoint.z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
returnresult.distance = distance;
return returnresult;
}
/// <summary>
///
/// </summary>
public void SetParent(SceneObjectGroup parent)
{
m_parentGroup = parent;
}
public void SetSitTarget(Vector3 offset, Quaternion orientation)
{
m_sitTargetPosition = offset;
m_sitTargetOrientation = orientation;
}
public LLVector3 GetSitTargetPositionLL()
{
return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);
}
public LLQuaternion GetSitTargetOrientationLL()
{
return
new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,
m_sitTargetOrientation.w);
}
// Utility function so the databases don't have to reference axiom.math
public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
{
if (
!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
{
m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
}
}
public Vector3 GetSitTargetPosition()
{
return m_sitTargetPosition;
}
public Quaternion GetSitTargetOrientation()
{
return m_sitTargetOrientation;
}
public void SetAvatarOnSitTarget(LLUUID avatarID)
{
m_SitTargetAvatar = avatarID;
}
public LLUUID GetAvatarOnSitTarget()
{
return m_SitTargetAvatar;
}
public LLUUID GetRootPartUUID()
{
if (m_parentGroup != null)
{
return m_parentGroup.UUID;
}
return LLUUID.Zero;
}
public static SceneObjectPart Create()
{
SceneObjectPart part = new SceneObjectPart();
part.UUID = LLUUID.Random();
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
part.Shape = shape;
part.Name = "Primitive";
part.OwnerID = LLUUID.Random();
return part;
}
#region Copying
/// <summary>
///
/// </summary>
/// <returns></returns>
public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID)
{
SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone();
dupe.m_shape = m_shape.Copy();
dupe.m_regionHandle = m_regionHandle;
dupe.UUID = LLUUID.Random();
dupe.LocalID = localID;
dupe.OwnerID = AgentID;
dupe.GroupID = GroupID;
dupe.GroupPosition = new LLVector3(GroupPosition.X, GroupPosition.Y, GroupPosition.Z);
dupe.OffsetPosition = new LLVector3(OffsetPosition.X, OffsetPosition.Y, OffsetPosition.Z);
dupe.RotationOffset =
new LLQuaternion(RotationOffset.X, RotationOffset.Y, RotationOffset.Z, RotationOffset.W);
dupe.Velocity = new LLVector3(0, 0, 0);
dupe.Acceleration = new LLVector3(0, 0, 0);
dupe.AngularVelocity = new LLVector3(0, 0, 0);
dupe.ObjectFlags = ObjectFlags;
dupe.OwnershipCost = OwnershipCost;
dupe.ObjectSaleType = ObjectSaleType;
dupe.SalePrice = SalePrice;
dupe.Category = Category;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe.LastOwnerID = ObjectOwner;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
return dupe;
}
#endregion
#region Update Scheduling
/// <summary>
///
/// </summary>
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
/// <summary>
///
/// </summary>
public void ScheduleFullUpdate()
{
if (m_parentGroup != null)
{
m_parentGroup.HasChanged = true;
}
TimeStampFull = (uint) Util.UnixTimeSinceEpoch();
m_updateFlag = 2;
}
public void AddFlag(LLObject.ObjectFlags flag)
{
LLObject.ObjectFlags prevflag = m_flags;
//uint objflags = m_flags;
if ((ObjectFlags & (uint) flag) == 0)
{
//Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString());
m_flags |= flag;
}
//uint currflag = (uint)m_flags;
//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
//ScheduleFullUpdate();
}
public void RemFlag(LLObject.ObjectFlags flag)
{
LLObject.ObjectFlags prevflag = m_flags;
if ((ObjectFlags & (uint) flag) != 0)
{
//Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString());
m_flags &= ~flag;
}
//System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
//ScheduleFullUpdate();
}
/// <summary>
///
/// </summary>
public void ScheduleTerseUpdate()
{
if (m_updateFlag < 1)
{
if (m_parentGroup != null)
{
m_parentGroup.HasChanged = true;
}
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
m_updateFlag = 1;
}
}
/// <summary>
///
/// </summary>
public void SendScheduledUpdates()
{
if (m_updateFlag == 1) //some change has been made so update the clients
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
//if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
//{
// Only send the constant terse updates on physical objects!
//ScheduleTerseUpdate();
//}
}
else
{
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
{
AddFullUpdateToAllAvatars();
ClearUpdateSchedule();
}
}
}
#endregion
#region Shape
/// <summary>
///
/// </summary>
/// <param name="shapeBlock"></param>
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
{
m_shape.PathBegin = shapeBlock.PathBegin;
m_shape.PathEnd = shapeBlock.PathEnd;
m_shape.PathScaleX = shapeBlock.PathScaleX;
m_shape.PathScaleY = shapeBlock.PathScaleY;
m_shape.PathShearX = shapeBlock.PathShearX;
m_shape.PathShearY = shapeBlock.PathShearY;
m_shape.PathSkew = shapeBlock.PathSkew;
m_shape.ProfileBegin = shapeBlock.ProfileBegin;
m_shape.ProfileEnd = shapeBlock.ProfileEnd;
m_shape.PathCurve = shapeBlock.PathCurve;
m_shape.ProfileCurve = shapeBlock.ProfileCurve;
m_shape.ProfileHollow = shapeBlock.ProfileHollow;
m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
m_shape.PathRevolutions = shapeBlock.PathRevolutions;
m_shape.PathTaperX = shapeBlock.PathTaperX;
m_shape.PathTaperY = shapeBlock.PathTaperY;
m_shape.PathTwist = shapeBlock.PathTwist;
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
ScheduleFullUpdate();
}
#endregion
#region ExtraParams
public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
{
bool usePhysics = false;
bool IsTemporary = false;
bool IsPhantom = false;
bool castsShadows = false;
bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
//bool IsLocked = false;
int i = 0;
//rex
LLUUID AgentID = LLUUID.Zero, SessionID = LLUUID.Zero;
uint ObjectLocalID;
try
{
//rex
i += 10;
AgentID = new LLUUID(data, i); i += 16;
SessionID = new LLUUID(data, i); i += 16;
ObjectLocalID = (uint)(data[i++] + (data[i++] << 8) + (data[i++] << 16) + (data[i++] << 24));
//IsLocked = (data[i++] != 0) ? true : false;
usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false;
//System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
IsTemporary = (data[i++] != 0) ? true : false;
IsPhantom = (data[i++] != 0) ? true : false;
castsShadows = (data[i++] != 0) ? true : false;
}
catch (Exception)
{
Console.WriteLine("Ignoring invalid Packet:");
//Silently ignore it - TODO: FIXME Quick
}
#region rex added flags
if (AgentID == this.OwnerID)
{
AddFlag(LLObject.ObjectFlags.ObjectYouOwner);
}
else
{
RemFlag(LLObject.ObjectFlags.ObjectYouOwner);
}
#endregion
if (usePhysics)
{
AddFlag(LLObject.ObjectFlags.Physics);
if (!wasUsingPhysics)
{
DoPhysicsPropertyUpdate(usePhysics, false);
}
}
else
{
RemFlag(LLObject.ObjectFlags.Physics);
if (wasUsingPhysics)
{
DoPhysicsPropertyUpdate(usePhysics, false);
}
}
if (IsPhantom)
{
AddFlag(LLObject.ObjectFlags.Phantom);
if (PhysActor != null)
{
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
/// that's not wholesome. Had to make Scene public
PhysActor = null;
}
}
else
{
RemFlag(LLObject.ObjectFlags.Phantom);
if (PhysActor == null)
{
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
new Quaternion(RotationOffset.W, RotationOffset.X,
RotationOffset.Y, RotationOffset.Z), usePhysics, LocalID);
DoPhysicsPropertyUpdate(usePhysics, true);
}
else
{
PhysActor.IsPhysical = usePhysics;
DoPhysicsPropertyUpdate(usePhysics, false);
}
}
if (IsTemporary)
{
AddFlag(LLObject.ObjectFlags.TemporaryOnRez);
}
else
{
RemFlag(LLObject.ObjectFlags.TemporaryOnRez);
}
// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
ScheduleFullUpdate();
}
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
if (PhysActor != null)
{
if (UsePhysics != PhysActor.IsPhysical || isNew)
{
if (PhysActor.IsPhysical)
{
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
}
PhysActor.IsPhysical = UsePhysics;
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
/// that's not wholesome. Had to make Scene public
//PhysActor = null;
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
{
//PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
//Name,
//Shape,
//new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
//AbsolutePosition.Z),
//new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
//new Quaternion(RotationOffset.W, RotationOffset.X,
//RotationOffset.Y, RotationOffset.Z), UsePhysics);
if (UsePhysics)
{
ParentGroup.Scene.AddPhysicalPrim(1);
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
}
}
}
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
// rex, function fixed for handling multiple parameter blocks and disabling them
//m_shape.ExtraParams = new byte[data.Length + 7];
//int i = 0;
//uint length = (uint) data.Length;
//m_shape.ExtraParams[i++] = 1;
//m_shape.ExtraParams[i++] = (byte) (type%256);
//m_shape.ExtraParams[i++] = (byte) ((type >> 8)%256);
//m_shape.ExtraParams[i++] = (byte) (length%256);
//m_shape.ExtraParams[i++] = (byte) ((length >> 8)%256);
//m_shape.ExtraParams[i++] = (byte) ((length >> 16)%256);
//m_shape.ExtraParams[i++] = (byte) ((length >> 24)%256);
//Array.Copy(data, 0, m_shape.ExtraParams, i, data.Length);
// Amount of param blocks in new & old extra params
int numOld = 0;
int numNew = 0;
// If old param block exists, take its length & amount of param blocks in it
int totalSizeOld = 0;
int idxOld = 0;
if (m_shape.ExtraParams != null)
{
numOld = m_shape.ExtraParams[idxOld++];
totalSizeOld = m_shape.ExtraParams.Length;
}
// New extra params: maximum size = old extra params + size of new data + possible new param block header + num of blocks
byte[] newExtraParams = new byte[totalSizeOld + data.Length + 6 + 1];
int idxNew = 1; // Don't know the amount of new param blocks yet, fill it later
bool isNewBlock = true;
// Go through each of the old params, and see if this new update disables or changes it
for (int i = 0; i < numOld; i++)
{
int typeOld = m_shape.ExtraParams[idxOld++] | (m_shape.ExtraParams[idxOld++] << 8);
int lengthOld = m_shape.ExtraParams[idxOld++] | (m_shape.ExtraParams[idxOld++] << 8) |
(m_shape.ExtraParams[idxOld++] << 16) | (m_shape.ExtraParams[idxOld++] << 24);
// Not changed, copy verbatim
if (typeOld != type)
{
newExtraParams[idxNew++] = (byte)(typeOld % 256);
newExtraParams[idxNew++] = (byte)((typeOld >> 8) % 256);
newExtraParams[idxNew++] = (byte)(lengthOld % 256);
newExtraParams[idxNew++] = (byte)((lengthOld >> 8) % 256);
newExtraParams[idxNew++] = (byte)((lengthOld >> 16) % 256);
newExtraParams[idxNew++] = (byte)((lengthOld >> 24) % 256);
Array.Copy(m_shape.ExtraParams, idxOld, newExtraParams, idxNew, lengthOld);
idxNew += lengthOld;
numNew++;
}
else
{
isNewBlock = false;
// Old parameter updated, check if still in use, or if should remove
if (inUse)
{
newExtraParams[idxNew++] = (byte)(type % 256);
newExtraParams[idxNew++] = (byte)((type >> 8) % 256);
newExtraParams[idxNew++] = (byte)(data.Length % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 8) % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 16) % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 24) % 256);
Array.Copy(data, 0, newExtraParams, idxNew, data.Length);
idxNew += data.Length;
numNew++;
}
}
idxOld += lengthOld;
}
// If type was not listed, create new block
if ((isNewBlock) && (inUse))
{
newExtraParams[idxNew++] = (byte)(type % 256);
newExtraParams[idxNew++] = (byte)((type >> 8) % 256);
newExtraParams[idxNew++] = (byte)(data.Length % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 8) % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 16) % 256);
newExtraParams[idxNew++] = (byte)((data.Length >> 24) % 256);
Array.Copy(data, 0, newExtraParams, idxNew, data.Length);
idxNew += data.Length;
numNew++;
}
// Now we know final size and number of param blocks
newExtraParams[0] = (byte)numNew;
m_shape.ExtraParams = new byte[idxNew];
Array.Copy(newExtraParams, m_shape.ExtraParams, idxNew);
string OldPythonClass = m_RexClassName;
LLUUID OldColMesh = m_RexCollisionMeshUUID;
bool OldMeshScaling = ((m_RexFlags & REXFLAGS_SCALEMESH) != 0);
GetRexParameters();
if (m_RexClassName != OldPythonClass)
m_parentGroup.Scene.EventManager.TriggerOnChangePythonClass(LocalID);
if (GlobalSettings.Instance.m_3d_collision_models)
{
if (m_RexCollisionMeshUUID != OldColMesh && PhysActor != null)
{
if (m_RexCollisionMeshUUID != LLUUID.Zero)
RexUpdateCollisionMesh();
else
PhysActor.SetCollisionMesh(null, "", false);
}
bool NewMeshScaling = ((m_RexFlags & REXFLAGS_SCALEMESH) != 0);
if (NewMeshScaling != OldMeshScaling && PhysActor != null)
{
PhysActor.SetBoundsScaling(NewMeshScaling);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
// rexend
ScheduleFullUpdate();
}
// rex, new function, compiles / sends rex parameters after serverside modification
public void UpdateRexParameters()
{
// Compile reX member variables into an extraparam-block
int size = m_RexClassName.Length + 1 // Name + endzero
+ 1 + 1 + 4 + 4 // Flags, collisiontype, drawdistance, lod
+ 16 + 16 // Mesh UUID & collisionmesh UUID
+ 2 + m_RexMaterialUUID.Count * 16 // Material count and UUID's
+ 1 // Fixed material
+ 16; // Particle script UUID
byte[] buffer = new byte[size];
int idx = 0;
for (int i = 0; i < m_RexClassName.Length; i++)
{
buffer[idx++] = (byte)m_RexClassName[i];
}
buffer[idx++] = 0;
buffer[idx++] = m_RexFlags;
buffer[idx++] = m_RexCollisionType;
System.BitConverter.GetBytes(m_RexDrawDistance).CopyTo(buffer, idx);
idx += 4;
System.BitConverter.GetBytes(m_RexLOD).CopyTo(buffer, idx);
idx += 4;
m_RexMeshUUID.GetBytes().CopyTo(buffer, idx);
idx += 16;
m_RexCollisionMeshUUID.GetBytes().CopyTo(buffer, idx);
idx += 16;
System.BitConverter.GetBytes((short)m_RexMaterialUUID.Count).CopyTo(buffer, idx);
idx += 2;
for (int i = 0; i < m_RexMaterialUUID.Count; i++)
{
m_RexMaterialUUID[i].GetBytes().CopyTo(buffer, idx);
idx += 16;
}
buffer[idx++] = m_RexFixedMaterial;
m_RexParticleScriptUUID.GetBytes().CopyTo(buffer, idx);
idx += 16;
UpdateExtraParam(PARAMS_REX, true, buffer);
}
// rex, new function, extract reX parameters from the parameter block
public void GetRexParameters()
{
if (m_shape.ExtraParams == null) return;
int idx = 0;
int numParams = m_shape.ExtraParams[idx++];
for (int i = 0; i < numParams; i++)
{
// Is this the reX parameter block?
int type = m_shape.ExtraParams[idx++] | (m_shape.ExtraParams[idx++] << 8);
int length = m_shape.ExtraParams[idx++] | (m_shape.ExtraParams[idx++] << 8) |
(m_shape.ExtraParams[idx++] << 16) | (m_shape.ExtraParams[idx++] << 24);
int start = idx;
if (type == PARAMS_REX)
{
// Class name
StringBuilder buffer = new StringBuilder();
while ((idx < (length + start)) && (m_shape.ExtraParams[idx] != 0))
{
char c = (char)m_shape.ExtraParams[idx++];
buffer.Append(c);
}
m_RexClassName = buffer.ToString();
idx++;
// Rex flags
if (idx < (length + start))
{
m_RexFlags = m_shape.ExtraParams[idx++];
}
// Collision type
if (idx < (length + start))
{
m_RexCollisionType = m_shape.ExtraParams[idx++];
}
// Draw distance
if (idx < (length + start - 3))
{
m_RexDrawDistance = System.BitConverter.ToSingle(m_shape.ExtraParams, idx);
idx += 4;
}
// Mesh LOD
if (idx < (length + start - 3))
{
m_RexLOD = System.BitConverter.ToSingle(m_shape.ExtraParams, idx);
idx += 4;
}
// Mesh UUID
if (idx < (length + start - 15))
{
m_RexMeshUUID = new LLUUID(m_shape.ExtraParams, idx);
idx += 16;
}
// Collision mesh UUID
if (idx < (length + start - 15))
{
m_RexCollisionMeshUUID = new LLUUID(m_shape.ExtraParams, idx);
idx += 16;
}
// Number of materials
if (idx < (length + start - 1))
{
short rexMaterials = System.BitConverter.ToInt16(m_shape.ExtraParams, idx);
idx += 2;
m_RexMaterialUUID = new List<LLUUID>();
for (short j = 0; j < rexMaterials; j++)
{
if (idx < (length + start - 15))
{
m_RexMaterialUUID.Add(new LLUUID(m_shape.ExtraParams, idx));
idx += 16;
}
else break;
}
}
// Fixed material
if (idx < (length + start))
{
m_RexFixedMaterial = m_shape.ExtraParams[idx++];
}
// Particle script UUID
if (idx < (length + start - 15))
{
m_RexParticleScriptUUID = new LLUUID(m_shape.ExtraParams, idx);
idx += 16;
}
//System.Console.WriteLine("Rex parameters of an object updated");
//System.Console.WriteLine("Rex class name: " + m_RexClassName);
//System.Console.WriteLine("Rex flags: " + (short)m_RexFlags);
//System.Console.WriteLine("Rex collision type: " + (short)m_RexCollisionType);
//System.Console.WriteLine("Rex draw distance: " + m_RexDrawDistance);
//System.Console.WriteLine("Rex LOD: " + m_RexLOD);
//System.Console.WriteLine("Rex mesh UUID: " + m_RexMeshUUID);
//System.Console.WriteLine("Rex collisionmesh UUID: " + m_RexCollisionMeshUUID);
//System.Console.WriteLine("Rex material count: " + m_RexMaterialUUID.Count);
//for (int j = 0; j < m_RexMaterialUUID.Count; j++)
//{
// System.Console.WriteLine("Rex material UUID " + j + ": " + m_RexMaterialUUID[j]);
//}
break;
}
else idx += length;
}
}
#endregion
#region Physics
public float GetMass()
{
if (PhysActor != null)
{
return PhysActor.Mass;
}
else
{
return 0;
}
}
// rex, added
public void SetMass(float vValue)
{
if (PhysActor != null)
{
// PhysActor.Mass = vValue;
}
}
// rex, added
public bool GetUsePrimVolumeCollision()
{
if (PhysActor != null)
return (PhysActor.PhysicsActorType == 4);
else
return false;
}
// rex, added
public void SetUsePrimVolumeCollision(bool vUseVolumeCollision)
{
if (PhysActor != null)
{
if (vUseVolumeCollision)
{
if (PhysActor.PhysicsActorType != 4)
PhysActor.OnCollisionUpdate += PhysicsCollisionUpdate;
PhysActor.PhysicsActorType = 4;
}
else
{
if (PhysActor.PhysicsActorType == 4)
PhysActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysActor.PhysicsActorType = 2;
}
}
}
// rex, added
private void PhysicsCollisionUpdate(EventArgs e)
{
if (PhysActor != null && PhysActor.PhysicsActorType == 4)
m_parentGroup.Scene.EventManager.TriggerOnPrimVolumeCollision(LocalID, (e as CollisionEventUpdate).m_LocalID);
}
// rex, added
public void RexUpdateCollisionMesh()
{
if (!GlobalSettings.Instance.m_3d_collision_models)
return;
if (m_RexCollisionMeshUUID != LLUUID.Zero && PhysActor != null)
{
bool ScaleMesh = ((m_RexFlags & REXFLAGS_SCALEMESH) != 0);
AssetBase tempmodel = m_parentGroup.Scene.AssetCache.FetchAsset(m_RexCollisionMeshUUID);
if (tempmodel != null)
PhysActor.SetCollisionMesh(tempmodel.Data, tempmodel.Name, ScaleMesh);
}
}
public LLVector3 GetGeometricCenter()
{
if (PhysActor != null)
{
return new LLVector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
}
else
{
return new LLVector3(0, 0, 0);
}
}
#endregion
#region Texture
/// <summary>
///
/// </summary>
/// <param name="textureEntry"></param>
public void UpdateTextureEntry(byte[] textureEntry)
{
m_shape.TextureEntry = textureEntry;
ScheduleFullUpdate();
}
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
// not handling RGBA properly. Cycles through, and "fixes" the color
// info
public void UpdateTexture(LLObject.TextureEntry tex)
{
//LLColor tmpcolor;
//for (uint i = 0; i < 32; i++)
//{
// if (tex.FaceTextures[i] != null)
// {
// tmpcolor = tex.GetFace((uint) i).RGBA;
// tmpcolor.A = tmpcolor.A*255;
// tmpcolor.R = tmpcolor.R*255;
// tmpcolor.G = tmpcolor.G*255;
// tmpcolor.B = tmpcolor.B*255;
// tex.FaceTextures[i].RGBA = tmpcolor;
// }
//}
//tmpcolor = tex.DefaultTexture.RGBA;
//tmpcolor.A = tmpcolor.A*255;
//tmpcolor.R = tmpcolor.R*255;
//tmpcolor.G = tmpcolor.G*255;
//tmpcolor.B = tmpcolor.B*255;
//tex.DefaultTexture.RGBA = tmpcolor;
UpdateTextureEntry(tex.ToBytes());
}
#endregion
#region ParticleSystem
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
{
m_particleSystem = pSystem.GetBytes();
}
#endregion
#region Position
public void AttachToAvatar(LLUUID agentId, ScenePresence presence, byte attachPt, LLQuaternion rotation, RegionInfo regionInfo)
{
m_attachAgentId = agentId;
m_attachPresence = presence;
m_attachPt = attachPt;
m_attachRot = rotation;
m_attachRegInfo = regionInfo;
RotationOffset = new LLQuaternion(0, 0, 0, 1);
ScheduleFullUpdate();
}
public void Detach()
{
m_attachPresence = null;
ScheduleFullUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void UpdateOffSet(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
OffsetPosition = newPos;
ScheduleTerseUpdate();
}
public void UpdateGroupPosition(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
GroupPosition = newPos;
ScheduleTerseUpdate();
}
#endregion
#region rotation
public void UpdateRotation(LLQuaternion rot)
{
RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
ScheduleTerseUpdate();
}
#endregion
#region Resizing/Scale
/// <summary>
///
/// </summary>
/// <param name="scale"></param>
public void Resize(LLVector3 scale)
{
m_shape.Scale = scale;
ScheduleFullUpdate();
}
#endregion
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
// Are we the owner?
if (AgentID == OwnerID)
{
MainLog.Instance.Verbose("PERMISSIONS",
"field: " + field.ToString() + ", mask: " + mask.ToString() + " addRemTF: " +
addRemTF.ToString());
//Field 8 = EveryoneMask
if (field == (byte) 8)
{
MainLog.Instance.Verbose("PERMISSIONS", "Left over: " + (OwnerMask - EveryoneMask));
if (addRemTF == (byte) 0)
{
//EveryoneMask = (uint)0;
EveryoneMask &= ~mask;
//EveryoneMask &= ~(uint)57344;
}
else
{
//EveryoneMask = (uint)0;
EveryoneMask |= mask;
//EveryoneMask |= (uint)57344;
}
//ScheduleFullUpdate();
SendFullUpdateToAllClients();
}
//Field 16 = NextownerMask
if (field == (byte) 16)
{
if (addRemTF == (byte) 0)
{
NextOwnerMask &= ~mask;
}
else
{
NextOwnerMask |= mask;
}
SendFullUpdateToAllClients();
}
}
}
#region Client Update Methods
public void AddFullUpdateToAllAvatars()
{
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void AddFullUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);
}
/// <summary>
///
/// </summary>
public void SendFullUpdateToAllClients()
{
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
avatars[i].GenerateClientFlags(UUID));
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
{
LLVector3 lPos;
lPos = OffsetPosition;
SendFullUpdateToClient(remoteClient, lPos, clientflags);
}
public void SendAttachedUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
{
MainLog.Instance.Verbose("OBJECTPART", "Sending as attached object to " + remoteClient.FirstName + " " + remoteClient.LastName);
ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
objupdate.RegionData.RegionHandle = m_attachRegInfo.RegionHandle;
objupdate.RegionData.TimeDilation = 64096;
objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[2];
// avatar stuff - horrible group copypaste
objupdate.ObjectData[0] = new ObjectUpdatePacket.ObjectDataBlock();
objupdate.ObjectData[0].PSBlock = new byte[0];
objupdate.ObjectData[0].ExtraParams = new byte[1];
objupdate.ObjectData[0].MediaURL = new byte[0];
objupdate.ObjectData[0].NameValue = new byte[0];
objupdate.ObjectData[0].Text = new byte[0];
objupdate.ObjectData[0].TextColor = new byte[4];
objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0, 0, 0);
objupdate.ObjectData[0].JointPivot = new LLVector3(0, 0, 0);
objupdate.ObjectData[0].Material = 4;
objupdate.ObjectData[0].TextureAnim = new byte[0];
objupdate.ObjectData[0].Sound = LLUUID.Zero;
objupdate.ObjectData[0].State = 0;
objupdate.ObjectData[0].Data = new byte[0];
objupdate.ObjectData[0].ObjectData = new byte[76];
objupdate.ObjectData[0].ObjectData[15] = 128;
objupdate.ObjectData[0].ObjectData[16] = 63;
objupdate.ObjectData[0].ObjectData[56] = 128;
objupdate.ObjectData[0].ObjectData[61] = 102;
objupdate.ObjectData[0].ObjectData[62] = 40;
objupdate.ObjectData[0].ObjectData[63] = 61;
objupdate.ObjectData[0].ObjectData[64] = 189;
objupdate.ObjectData[0].UpdateFlags = 61 + (9 << 8) + (130 << 16) + (16 << 24);
objupdate.ObjectData[0].PathCurve = 16;
objupdate.ObjectData[0].ProfileCurve = 1;
objupdate.ObjectData[0].PathScaleX = 100;
objupdate.ObjectData[0].PathScaleY = 100;
objupdate.ObjectData[0].ParentID = 0;
objupdate.ObjectData[0].OwnerID = LLUUID.Zero;
objupdate.ObjectData[0].Scale = new LLVector3(1, 1, 1);
objupdate.ObjectData[0].PCode = 47;
objupdate.ObjectData[0].TextureEntry = ScenePresence.DefaultTexture;
objupdate.ObjectData[0].ID = m_attachPresence.LocalId;
objupdate.ObjectData[0].FullID = m_attachAgentId;
objupdate.ObjectData[0].ParentID = 0;
objupdate.ObjectData[0].NameValue =
Helpers.StringToField("FirstName STRING RW SV " + m_attachPresence.Firstname + "\nLastName STRING RW SV " + m_attachPresence.Lastname);
LLVector3 pos2 = m_attachPresence.AbsolutePosition;
// new LLVector3((float) Pos.X, (float) Pos.Y, (float) Pos.Z);
byte[] pb = pos2.GetBytes();
Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length);
// primitive part
objupdate.ObjectData[1] = new ObjectUpdatePacket.ObjectDataBlock();
// SetDefaultPrimPacketValues
objupdate.ObjectData[1].PSBlock = new byte[0];
objupdate.ObjectData[1].ExtraParams = new byte[1];
objupdate.ObjectData[1].MediaURL = new byte[0];
objupdate.ObjectData[1].NameValue = new byte[0];
objupdate.ObjectData[1].Text = new byte[0];
objupdate.ObjectData[1].TextColor = new byte[4];
objupdate.ObjectData[1].JointAxisOrAnchor = new LLVector3(0, 0, 0);
objupdate.ObjectData[1].JointPivot = new LLVector3(0, 0, 0);
objupdate.ObjectData[1].Material = 3;
objupdate.ObjectData[1].TextureAnim = new byte[0];
objupdate.ObjectData[1].Sound = LLUUID.Zero;
objupdate.ObjectData[1].State = 0;
objupdate.ObjectData[1].Data = new byte[0];
objupdate.ObjectData[1].ObjectData = new byte[60];
objupdate.ObjectData[1].ObjectData[46] = 128;
objupdate.ObjectData[1].ObjectData[47] = 63;
// SetPrimPacketShapeData
PrimitiveBaseShape primData = Shape;
objupdate.ObjectData[1].TextureEntry = primData.TextureEntry;
objupdate.ObjectData[1].PCode = primData.PCode;
objupdate.ObjectData[1].State = (byte)(((byte)m_attachPt) << 4);
objupdate.ObjectData[1].PathBegin = primData.PathBegin;
objupdate.ObjectData[1].PathEnd = primData.PathEnd;
objupdate.ObjectData[1].PathScaleX = primData.PathScaleX;
objupdate.ObjectData[1].PathScaleY = primData.PathScaleY;
objupdate.ObjectData[1].PathShearX = primData.PathShearX;
objupdate.ObjectData[1].PathShearY = primData.PathShearY;
objupdate.ObjectData[1].PathSkew = primData.PathSkew;
objupdate.ObjectData[1].ProfileBegin = primData.ProfileBegin;
objupdate.ObjectData[1].ProfileEnd = primData.ProfileEnd;
objupdate.ObjectData[1].Scale = primData.Scale;
objupdate.ObjectData[1].PathCurve = primData.PathCurve;
objupdate.ObjectData[1].ProfileCurve = primData.ProfileCurve;
objupdate.ObjectData[1].ProfileHollow = primData.ProfileHollow;
objupdate.ObjectData[1].PathRadiusOffset = primData.PathRadiusOffset;
objupdate.ObjectData[1].PathRevolutions = primData.PathRevolutions;
objupdate.ObjectData[1].PathTaperX = primData.PathTaperX;
objupdate.ObjectData[1].PathTaperY = primData.PathTaperY;
objupdate.ObjectData[1].PathTwist = primData.PathTwist;
objupdate.ObjectData[1].PathTwistBegin = primData.PathTwistBegin;
objupdate.ObjectData[1].ExtraParams = primData.ExtraParams;
objupdate.ObjectData[1].UpdateFlags = 276957500; // flags; // ??
objupdate.ObjectData[1].ID = LocalID;
objupdate.ObjectData[1].FullID = UUID;
objupdate.ObjectData[1].OwnerID = OwnerID;
objupdate.ObjectData[1].Text = Helpers.StringToField(Text);
objupdate.ObjectData[1].TextColor[0] = 255;
objupdate.ObjectData[1].TextColor[1] = 255;
objupdate.ObjectData[1].TextColor[2] = 255;
objupdate.ObjectData[1].TextColor[3] = 128;
objupdate.ObjectData[1].ParentID = objupdate.ObjectData[0].ID;
//objupdate.ObjectData[1].PSBlock = particleSystem;
//objupdate.ObjectData[1].ClickAction = clickAction;
objupdate.ObjectData[1].Radius = 20;
objupdate.ObjectData[1].NameValue =
Helpers.StringToField("AttachItemID STRING RW SV " + UUID);
LLVector3 pos = new LLVector3((float)0.0, (float)0.0, (float)0.0);
pb = pos.GetBytes();
Array.Copy(pb, 0, objupdate.ObjectData[1].ObjectData, 0, pb.Length);
byte[] brot = m_attachRot.GetBytes();
Array.Copy(brot, 0, objupdate.ObjectData[1].ObjectData, 36, brot.Length);
remoteClient.OutPacket(objupdate, ThrottleOutPacketType.Task);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="lPos"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
{
if (m_attachPresence != null)
{
SendAttachedUpdateToClient(remoteClient, lPos, clientFlags);
return;
}
LLQuaternion lRot;
lRot = RotationOffset;
clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected;
if (remoteClient.AgentId == OwnerID)
{
if ((uint) (m_flags & LLObject.ObjectFlags.CreateSelected) != 0)
{
clientFlags |= (uint) LLObject.ObjectFlags.CreateSelected;
m_flags &= ~LLObject.ObjectFlags.CreateSelected;
}
}
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid,
OwnerID,
m_text, color, ParentID, m_particleSystem, lRot, m_clickAction);
}
/// Terse updates
public void AddTerseUpdateToAllAvatars()
{
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void AddTerseUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);
}
/// <summary>
///
/// </summary>
public void SendTerseUpdateToAllClients()
{
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendTerseUpdate(IClientAPI remoteClient)
{
m_parentGroup.SendPartTerseUpdate(remoteClient, this);
}
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
LLVector3 lPos;
lPos = OffsetPosition;
LLQuaternion mRot = RotationOffset;
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
}
else
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
RotationalVelocity);
}
}
public void SendTerseUpdateToClient(IClientAPI remoteClient, LLVector3 lPos)
{
LLQuaternion mRot = RotationOffset;
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
}
else
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
RotationalVelocity);
//System.Console.WriteLine("RVel:" + RotationalVelocity);
}
}
#endregion
public virtual void UpdateMovement()
{
}
#region Events
public void PhysicsRequestingTerseUpdate()
{
ScheduleTerseUpdate();
//SendTerseUpdateToAllClients();
}
#endregion
public void PhysicsOutOfBounds(PhysicsVector pos)
{
MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds.");
RemFlag(LLObject.ObjectFlags.Physics);
DoPhysicsPropertyUpdate(false, true);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
{
}
public void SetText(string text, Vector3 color, double alpha)
{
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
(int) (color.x*0xff),
(int) (color.y*0xff),
(int) (color.z*0xff));
Text = text;
}
}
}