4722 lines
165 KiB
C#
4722 lines
165 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Reflection;
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using System.Runtime.Serialization;
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using System.Security.Permissions;
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using System.Xml;
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using System.Xml.Serialization;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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{
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#region Enumerations
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[Flags]
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public enum Changed : uint
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{
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INVENTORY = 1,
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COLOR = 2,
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SHAPE = 4,
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SCALE = 8,
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TEXTURE = 16,
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LINK = 32,
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ALLOWED_DROP = 64,
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OWNER = 128,
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REGION = 256,
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TELEPORT = 512,
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REGION_RESTART = 1024,
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MEDIA = 2048,
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ANIMATION = 16384
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}
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// I don't really know where to put this except here.
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// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
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[Flags]
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public enum ExtraParamType
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{
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Something1 = 1,
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Something2 = 2,
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Something3 = 4,
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Something4 = 8,
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Flexible = 16,
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Light = 32,
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Sculpt = 48,
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Something5 = 64,
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Something6 = 128
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}
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[Flags]
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public enum TextureAnimFlags : byte
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{
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NONE = 0x00,
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ANIM_ON = 0x01,
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LOOP = 0x02,
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REVERSE = 0x04,
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PING_PONG = 0x08,
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SMOOTH = 0x10,
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ROTATE = 0x20,
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SCALE = 0x40
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}
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public enum PrimType : int
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{
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BOX = 0,
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CYLINDER = 1,
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PRISM = 2,
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SPHERE = 3,
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TORUS = 4,
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TUBE = 5,
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RING = 6,
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SCULPT = 7
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}
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public enum UpdateRequired : byte
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{
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NONE = 0,
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TERSE = 1,
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FULL = 2
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}
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#endregion Enumerations
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public class SceneObjectPart : IScriptHost, ISceneEntity
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{
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/// <value>
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/// Denote all sides of the prim
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/// </value>
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public const int ALL_SIDES = -1;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// Is this a root part?
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/// </value>
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/// <remarks>
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/// This will return true even if the whole object is attached to an avatar.
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/// </remarks>
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public bool IsRoot
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{
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get { return ParentGroup.RootPart == this; }
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}
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/// <summary>
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/// Is an explicit sit target set for this part?
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/// </summary>
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public bool IsSitTargetSet
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{
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get
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{
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return
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!(SitTargetPosition == Vector3.Zero
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&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
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|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
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|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
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}
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}
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#region Fields
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public bool AllowedDrop;
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public bool DIE_AT_EDGE;
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public bool RETURN_AT_EDGE;
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public bool BlockGrab;
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public bool StatusSandbox;
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public Vector3 StatusSandboxPos;
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[XmlIgnore]
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public int[] PayPrice = {-2,-2,-2,-2,-2};
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[XmlIgnore]
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/// <summary>
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/// The representation of this part in the physics scene.
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/// </summary>
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/// <remarks>
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/// If you use this property more than once in a section of code then you must take a reference and use that.
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/// If another thread is simultaneously turning physics off on this part then this refernece could become
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/// null at any time.
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/// </remarks>
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public PhysicsActor PhysActor { get; set; }
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//Xantor 20080528 Sound stuff:
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// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
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// Not a big problem as long as the script that sets it remains in the prim on startup.
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// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
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public UUID Sound;
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public byte SoundFlags;
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public double SoundGain;
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public double SoundRadius;
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public uint TimeStampFull;
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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public uint TimeStampTerse;
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public int STATUS_ROTATE_X;
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public int STATUS_ROTATE_Y;
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public int STATUS_ROTATE_Z;
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private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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/// <value>
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/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
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/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
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/// </value>
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private UUID m_fromUserInventoryItemID;
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public UUID FromUserInventoryItemID
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{
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get { return m_fromUserInventoryItemID; }
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set { m_fromUserInventoryItemID = value; }
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}
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public scriptEvents AggregateScriptEvents;
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public Vector3 AttachedPos;
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public Vector3 RotationAxis = Vector3.One;
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public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
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// Certainly this must be a persistant setting finally
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public bool IsWaitingForFirstSpinUpdatePacket;
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public Quaternion SpinOldOrientation = Quaternion.Identity;
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protected int m_APIDIterations = 0;
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protected Quaternion m_APIDTarget = Quaternion.Identity;
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protected float m_APIDDamp = 0;
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protected float m_APIDStrength = 0;
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/// <summary>
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/// This part's inventory
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/// </summary>
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public IEntityInventory Inventory
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{
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get { return m_inventory; }
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}
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protected SceneObjectPartInventory m_inventory;
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public bool Undoing;
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public bool IgnoreUndoUpdate = false;
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public PrimFlags LocalFlags;
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private float m_damage = -1.0f;
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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private Color m_color = Color.Black;
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private readonly List<uint> m_lastColliders = new List<uint>();
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private int m_linkNum;
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private int m_scriptAccessPin;
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private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private string m_sitName = String.Empty;
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private Quaternion m_sitTargetOrientation = Quaternion.Identity;
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private Vector3 m_sitTargetPosition;
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private string m_sitAnimation = "SIT";
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private readonly List<UndoState> m_undo = new List<UndoState>(5);
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private readonly List<UndoState> m_redo = new List<UndoState>(5);
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private bool m_passTouches = false;
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private bool m_passCollisions = false;
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protected Vector3 m_acceleration;
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protected Vector3 m_angularVelocity;
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//unkown if this will be kept, added as a way of removing the group position from the group class
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protected Vector3 m_groupPosition;
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protected uint m_localId;
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protected Material m_material = OpenMetaverse.Material.Wood;
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protected string m_name;
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protected Vector3 m_offsetPosition;
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protected SceneObjectGroup m_parentGroup;
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protected byte[] m_particleSystem = Utils.EmptyBytes;
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protected ulong m_regionHandle;
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protected Quaternion m_rotationOffset = Quaternion.Identity;
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protected PrimitiveBaseShape m_shape;
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protected UUID m_uuid;
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protected Vector3 m_velocity;
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protected Vector3 m_lastPosition;
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protected Quaternion m_lastRotation;
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protected Vector3 m_lastVelocity;
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protected Vector3 m_lastAcceleration;
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protected Vector3 m_lastAngularVelocity;
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protected int m_lastTerseSent;
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/// <summary>
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/// Stores media texture data
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/// </summary>
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protected string m_mediaUrl;
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// TODO: Those have to be changed into persistent properties at some later point,
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// or sit-camera on vehicles will break on sim-crossing.
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private Vector3 m_cameraEyeOffset;
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private Vector3 m_cameraAtOffset;
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private bool m_forceMouselook;
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// TODO: Collision sound should have default.
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private UUID m_collisionSound;
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private float m_collisionSoundVolume;
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#endregion Fields
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// ~SceneObjectPart()
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// {
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// Console.WriteLine(
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// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
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// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
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// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
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// }
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#region Constructors
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/// <summary>
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/// No arg constructor called by region restore db code
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/// </summary>
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public SceneObjectPart()
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{
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m_TextureAnimation = Utils.EmptyBytes;
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m_particleSystem = Utils.EmptyBytes;
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Rezzed = DateTime.UtcNow;
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Description = String.Empty;
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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m_inventory = new SceneObjectPartInventory(this);
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}
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/// <summary>
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/// Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
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/// </summary>
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/// <param name="ownerID"></param>
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/// <param name="shape"></param>
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/// <param name="position"></param>
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/// <param name="rotationOffset"></param>
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/// <param name="offsetPosition"></param>
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public SceneObjectPart(
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UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
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Quaternion rotationOffset, Vector3 offsetPosition) : this()
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{
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m_name = "Primitive";
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CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
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LastOwnerID = CreatorID = OwnerID = ownerID;
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UUID = UUID.Random();
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Shape = shape;
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OwnershipCost = 0;
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ObjectSaleType = 0;
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SalePrice = 0;
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Category = 0;
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GroupPosition = groupPosition;
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OffsetPosition = offsetPosition;
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RotationOffset = rotationOffset;
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Velocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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Acceleration = Vector3.Zero;
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Flags = 0;
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CreateSelected = true;
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TrimPermissions();
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}
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#endregion Constructors
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#region XML Schema
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private UUID _lastOwnerID;
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private UUID _ownerID;
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private UUID _groupID;
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private int _ownershipCost;
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private byte _objectSaleType;
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private int _salePrice;
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private uint _category;
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private Int32 _creationDate;
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private uint _parentID = 0;
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private uint _baseMask = (uint)PermissionMask.All;
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private uint _ownerMask = (uint)PermissionMask.All;
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private uint _groupMask = (uint)PermissionMask.None;
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private uint _everyoneMask = (uint)PermissionMask.None;
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private uint _nextOwnerMask = (uint)PermissionMask.All;
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private PrimFlags _flags = PrimFlags.None;
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private DateTime m_expires;
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private DateTime m_rezzed;
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private bool m_createSelected = false;
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private UUID _creatorID;
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public UUID CreatorID
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{
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get { return _creatorID; }
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set { _creatorID = value; }
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}
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private string m_creatorData = string.Empty;
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/// <summary>
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/// Data about the creator in the form home_url;name
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/// </summary>
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public string CreatorData
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{
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get { return m_creatorData; }
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set { m_creatorData = value; }
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}
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/// <summary>
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/// Used by the DB layer to retrieve / store the entire user identification.
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/// The identification can either be a simple UUID or a string of the form
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/// uuid[;home_url[;name]]
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/// </summary>
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public string CreatorIdentification
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{
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get
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{
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if (CreatorData != null && CreatorData != string.Empty)
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return CreatorID.ToString() + ';' + CreatorData;
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else
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return CreatorID.ToString();
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}
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set
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{
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if ((value == null) || (value != null && value == string.Empty))
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{
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CreatorData = string.Empty;
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return;
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}
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if (!value.Contains(";")) // plain UUID
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{
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UUID uuid = UUID.Zero;
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UUID.TryParse(value, out uuid);
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CreatorID = uuid;
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}
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else // <uuid>[;<endpoint>[;name]]
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{
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string name = "Unknown User";
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string[] parts = value.Split(';');
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if (parts.Length >= 1)
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{
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UUID uuid = UUID.Zero;
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UUID.TryParse(parts[0], out uuid);
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CreatorID = uuid;
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}
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if (parts.Length >= 2)
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CreatorData = parts[1];
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if (parts.Length >= 3)
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name = parts[2];
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CreatorData += ';' + name;
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}
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}
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}
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/// <summary>
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/// A relic from when we we thought that prims contained folder objects. In
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/// reality, prim == folder
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/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
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/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
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/// </summary>
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public UUID FolderID
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{
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get { return UUID; }
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set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
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}
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/// <value>
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/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
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/// </value>
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public uint InventorySerial
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{
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get { return m_inventory.Serial; }
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set { m_inventory.Serial = value; }
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}
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/// <value>
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/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
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/// </value>
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public TaskInventoryDictionary TaskInventory
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{
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get { return m_inventory.Items; }
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set { m_inventory.Items = value; }
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}
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/// <summary>
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/// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
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/// </summary>
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[Obsolete("Use Flags property instead")]
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public uint ObjectFlags
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{
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get { return (uint)Flags; }
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set { Flags = (PrimFlags)value; }
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}
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public UUID UUID
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{
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get { return m_uuid; }
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set
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{
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m_uuid = value;
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// This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
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if (Inventory != null)
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Inventory.ResetObjectID();
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}
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}
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public uint LocalId
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{
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get { return m_localId; }
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set
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{
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m_localId = value;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Set part {0} to local id {1}", Name, m_localId);
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}
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}
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public virtual string Name
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{
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get { return m_name; }
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set
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{
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m_name = value;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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pa.SOPName = value;
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}
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}
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public byte Material
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{
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get { return (byte) m_material; }
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set
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{
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m_material = (Material)value;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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pa.SetMaterial((int)value);
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}
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}
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[XmlIgnore]
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public bool PassTouches
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{
|
|
get { return m_passTouches; }
|
|
set
|
|
{
|
|
m_passTouches = value;
|
|
|
|
if (ParentGroup != null)
|
|
ParentGroup.HasGroupChanged = true;
|
|
}
|
|
}
|
|
|
|
public bool PassCollisions
|
|
{
|
|
get { return m_passCollisions; }
|
|
set
|
|
{
|
|
m_passCollisions = value;
|
|
|
|
if (ParentGroup != null)
|
|
ParentGroup.HasGroupChanged = true;
|
|
}
|
|
}
|
|
|
|
public Dictionary<int, string> CollisionFilter
|
|
{
|
|
get { return m_CollisionFilter; }
|
|
set
|
|
{
|
|
m_CollisionFilter = value;
|
|
}
|
|
}
|
|
|
|
protected Quaternion APIDTarget
|
|
{
|
|
get { return m_APIDTarget; }
|
|
set { m_APIDTarget = value; }
|
|
}
|
|
|
|
|
|
protected float APIDDamp
|
|
{
|
|
get { return m_APIDDamp; }
|
|
set { m_APIDDamp = value; }
|
|
}
|
|
|
|
|
|
protected float APIDStrength
|
|
{
|
|
get { return m_APIDStrength; }
|
|
set { m_APIDStrength = value; }
|
|
}
|
|
|
|
public ulong RegionHandle
|
|
{
|
|
get { return m_regionHandle; }
|
|
set { m_regionHandle = value; }
|
|
}
|
|
|
|
public int ScriptAccessPin
|
|
{
|
|
get { return m_scriptAccessPin; }
|
|
set { m_scriptAccessPin = (int)value; }
|
|
}
|
|
private SceneObjectPart m_PlaySoundMasterPrim = null;
|
|
public SceneObjectPart PlaySoundMasterPrim
|
|
{
|
|
get { return m_PlaySoundMasterPrim; }
|
|
set { m_PlaySoundMasterPrim = value; }
|
|
}
|
|
|
|
private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
|
|
public List<SceneObjectPart> PlaySoundSlavePrims
|
|
{
|
|
get { return m_PlaySoundSlavePrims; }
|
|
set { m_PlaySoundSlavePrims = value; }
|
|
}
|
|
|
|
private SceneObjectPart m_LoopSoundMasterPrim = null;
|
|
public SceneObjectPart LoopSoundMasterPrim
|
|
{
|
|
get { return m_LoopSoundMasterPrim; }
|
|
set { m_LoopSoundMasterPrim = value; }
|
|
}
|
|
|
|
private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
|
|
public List<SceneObjectPart> LoopSoundSlavePrims
|
|
{
|
|
get { return m_LoopSoundSlavePrims; }
|
|
set { m_LoopSoundSlavePrims = value; }
|
|
}
|
|
|
|
|
|
public Byte[] TextureAnimation
|
|
{
|
|
get { return m_TextureAnimation; }
|
|
set { m_TextureAnimation = value; }
|
|
}
|
|
|
|
|
|
public Byte[] ParticleSystem
|
|
{
|
|
get { return m_particleSystem; }
|
|
set { m_particleSystem = value; }
|
|
}
|
|
|
|
|
|
public DateTime Expires
|
|
{
|
|
get { return m_expires; }
|
|
set { m_expires = value; }
|
|
}
|
|
|
|
|
|
public DateTime Rezzed
|
|
{
|
|
get { return m_rezzed; }
|
|
set { m_rezzed = value; }
|
|
}
|
|
|
|
|
|
public float Damage
|
|
{
|
|
get { return m_damage; }
|
|
set { m_damage = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// The position of the entire group that this prim belongs to.
|
|
/// </summary>
|
|
public Vector3 GroupPosition
|
|
{
|
|
get
|
|
{
|
|
// If this is a linkset, we don't want the physics engine mucking up our group position here.
|
|
PhysicsActor actor = PhysActor;
|
|
// If physical and the root prim of a linkset, the position of the group is what physics thinks.
|
|
if (actor != null && ParentID == 0)
|
|
m_groupPosition = actor.Position;
|
|
|
|
// If I'm an attachment, my position is reported as the position of who I'm attached to
|
|
if (ParentGroup.IsAttachment)
|
|
{
|
|
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
|
|
if (sp != null)
|
|
return sp.AbsolutePosition;
|
|
}
|
|
|
|
return m_groupPosition;
|
|
}
|
|
set
|
|
{
|
|
m_groupPosition = value;
|
|
|
|
PhysicsActor actor = PhysActor;
|
|
if (actor != null)
|
|
{
|
|
try
|
|
{
|
|
// Root prim actually goes at Position
|
|
if (ParentID == 0)
|
|
{
|
|
actor.Position = value;
|
|
}
|
|
else
|
|
{
|
|
// The physics engine always sees all objects (root or linked) in world coordinates.
|
|
actor.Position = GetWorldPosition();
|
|
actor.Orientation = GetWorldRotation();
|
|
}
|
|
|
|
// Tell the physics engines that this prim changed.
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
|
|
}
|
|
}
|
|
|
|
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
|
|
if (SitTargetAvatar != UUID.Zero)
|
|
{
|
|
ScenePresence avatar;
|
|
if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
|
|
{
|
|
avatar.ParentPosition = GetWorldPosition();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public Vector3 OffsetPosition
|
|
{
|
|
get { return m_offsetPosition; }
|
|
set
|
|
{
|
|
// StoreUndoState();
|
|
m_offsetPosition = value;
|
|
|
|
if (ParentGroup != null && !ParentGroup.IsDeleted)
|
|
{
|
|
PhysicsActor actor = PhysActor;
|
|
if (ParentID != 0 && actor != null)
|
|
{
|
|
actor.Position = GetWorldPosition();
|
|
actor.Orientation = GetWorldRotation();
|
|
|
|
// Tell the physics engines that this prim changed.
|
|
if (ParentGroup.Scene != null)
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public Vector3 RelativePosition
|
|
{
|
|
get
|
|
{
|
|
if (IsRoot)
|
|
{
|
|
if (ParentGroup.IsAttachment)
|
|
return AttachedPos;
|
|
else
|
|
return AbsolutePosition;
|
|
}
|
|
else
|
|
{
|
|
return OffsetPosition;
|
|
}
|
|
}
|
|
}
|
|
|
|
public Quaternion RotationOffset
|
|
{
|
|
get
|
|
{
|
|
// We don't want the physics engine mucking up the rotations in a linkset
|
|
PhysicsActor actor = PhysActor;
|
|
// If this is a root of a linkset, the real rotation is what the physics engine thinks.
|
|
// If not a root prim, the offset rotation is computed by SOG and is relative to the root.
|
|
if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
|
|
{
|
|
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
|
|
|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
|
|
{
|
|
m_rotationOffset = actor.Orientation;
|
|
}
|
|
}
|
|
|
|
// float roll, pitch, yaw = 0;
|
|
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
|
|
//
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
|
|
// new Vector3(roll, pitch, yaw), Name, LocalId);
|
|
|
|
return m_rotationOffset;
|
|
}
|
|
|
|
set
|
|
{
|
|
StoreUndoState();
|
|
m_rotationOffset = value;
|
|
|
|
PhysicsActor actor = PhysActor;
|
|
if (actor != null)
|
|
{
|
|
try
|
|
{
|
|
// Root prim gets value directly
|
|
if (ParentID == 0)
|
|
{
|
|
actor.Orientation = value;
|
|
//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
|
|
}
|
|
else
|
|
{
|
|
// Child prim we have to calculate it's world rotationwel
|
|
Quaternion resultingrotation = GetWorldRotation();
|
|
actor.Orientation = resultingrotation;
|
|
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
|
|
}
|
|
|
|
if (ParentGroup != null)
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
//}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
|
|
}
|
|
}
|
|
|
|
// float roll, pitch, yaw = 0;
|
|
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
|
|
//
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
|
|
// new Vector3(roll, pitch, yaw), Name, LocalId);
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Vector3 Velocity
|
|
{
|
|
get
|
|
{
|
|
PhysicsActor actor = PhysActor;
|
|
if (actor != null)
|
|
{
|
|
if (actor.IsPhysical)
|
|
{
|
|
m_velocity = actor.Velocity;
|
|
}
|
|
}
|
|
|
|
return m_velocity;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_velocity = value;
|
|
|
|
PhysicsActor actor = PhysActor;
|
|
if (actor != null)
|
|
{
|
|
if (actor.IsPhysical)
|
|
{
|
|
actor.Velocity = value;
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Update angular velocity and schedule terse update.</summary>
|
|
public void UpdateAngularVelocity(Vector3 avel)
|
|
{
|
|
AngularVelocity = avel;
|
|
ScheduleTerseUpdate();
|
|
ParentGroup.HasGroupChanged = true;
|
|
}
|
|
|
|
/// <summary>Get or set angular velocity. Does not schedule update.</summary>
|
|
public Vector3 AngularVelocity
|
|
{
|
|
get
|
|
{
|
|
PhysicsActor actor = PhysActor;
|
|
if ((actor != null) && actor.IsPhysical)
|
|
{
|
|
m_angularVelocity = actor.RotationalVelocity;
|
|
}
|
|
return m_angularVelocity;
|
|
}
|
|
set { m_angularVelocity = value; }
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Vector3 Acceleration
|
|
{
|
|
get { return m_acceleration; }
|
|
set { m_acceleration = value; }
|
|
}
|
|
|
|
public string Description { get; set; }
|
|
|
|
/// <value>
|
|
/// Text color.
|
|
/// </value>
|
|
public Color Color
|
|
{
|
|
get { return m_color; }
|
|
set { m_color = value; }
|
|
}
|
|
|
|
public string Text
|
|
{
|
|
get
|
|
{
|
|
if (m_text.Length > 255)
|
|
return m_text.Substring(0, 254);
|
|
return m_text;
|
|
}
|
|
set { m_text = value; }
|
|
}
|
|
|
|
|
|
public string SitName
|
|
{
|
|
get { return m_sitName; }
|
|
set { m_sitName = value; }
|
|
}
|
|
|
|
public string TouchName
|
|
{
|
|
get { return m_touchName; }
|
|
set { m_touchName = value; }
|
|
}
|
|
|
|
public int LinkNum
|
|
{
|
|
get { return m_linkNum; }
|
|
set
|
|
{
|
|
// if (ParentGroup != null)
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Setting linknum of {0}@{1} to {2} from {3}",
|
|
// Name, AbsolutePosition, value, m_linkNum);
|
|
// Util.PrintCallStack();
|
|
// }
|
|
|
|
m_linkNum = value;
|
|
}
|
|
}
|
|
|
|
public byte ClickAction
|
|
{
|
|
get { return m_clickAction; }
|
|
set
|
|
{
|
|
m_clickAction = value;
|
|
}
|
|
}
|
|
|
|
public PrimitiveBaseShape Shape
|
|
{
|
|
get { return m_shape; }
|
|
set { m_shape = value;}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change the scale of this part.
|
|
/// </summary>
|
|
public Vector3 Scale
|
|
{
|
|
get { return m_shape.Scale; }
|
|
set
|
|
{
|
|
if (m_shape != null)
|
|
{
|
|
StoreUndoState();
|
|
|
|
m_shape.Scale = value;
|
|
|
|
PhysicsActor actor = PhysActor;
|
|
if (actor != null)
|
|
{
|
|
if (ParentGroup.Scene != null)
|
|
{
|
|
if (ParentGroup.Scene.PhysicsScene != null)
|
|
{
|
|
actor.Size = m_shape.Scale;
|
|
|
|
if (Shape.SculptEntry)
|
|
CheckSculptAndLoad();
|
|
else
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TriggerScriptChangedEvent(Changed.SCALE);
|
|
}
|
|
}
|
|
|
|
public UpdateRequired UpdateFlag { get; set; }
|
|
|
|
/// <summary>
|
|
/// Used for media on a prim.
|
|
/// </summary>
|
|
/// Do not change this value directly - always do it through an IMoapModule.
|
|
public string MediaUrl
|
|
{
|
|
get
|
|
{
|
|
return m_mediaUrl;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_mediaUrl = value;
|
|
|
|
if (ParentGroup != null)
|
|
ParentGroup.HasGroupChanged = true;
|
|
}
|
|
}
|
|
|
|
public bool CreateSelected
|
|
{
|
|
get { return m_createSelected; }
|
|
set
|
|
{
|
|
// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
|
|
m_createSelected = value;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
//---------------
|
|
#region Public Properties with only Get
|
|
|
|
public Vector3 AbsolutePosition
|
|
{
|
|
get
|
|
{
|
|
if (ParentGroup.IsAttachment)
|
|
return GroupPosition;
|
|
|
|
return m_offsetPosition + m_groupPosition;
|
|
}
|
|
}
|
|
|
|
public SceneObjectGroup ParentGroup
|
|
{
|
|
get { return m_parentGroup; }
|
|
private set { m_parentGroup = value; }
|
|
}
|
|
|
|
public scriptEvents ScriptEvents
|
|
{
|
|
get { return AggregateScriptEvents; }
|
|
}
|
|
|
|
public Quaternion SitTargetOrientation
|
|
{
|
|
get { return m_sitTargetOrientation; }
|
|
set
|
|
{
|
|
m_sitTargetOrientation = value;
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target orientation {0} for {1} {2}", m_sitTargetOrientation, Name, LocalId);
|
|
}
|
|
}
|
|
|
|
public Vector3 SitTargetPosition
|
|
{
|
|
get { return m_sitTargetPosition; }
|
|
set
|
|
{
|
|
m_sitTargetPosition = value;
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target position to {0} for {1} {2}", m_sitTargetPosition, Name, LocalId);
|
|
}
|
|
}
|
|
|
|
// This sort of sucks, but I'm adding these in to make some of
|
|
// the mappings more consistant.
|
|
public Vector3 SitTargetPositionLL
|
|
{
|
|
get { return new Vector3(m_sitTargetPosition.X, m_sitTargetPosition.Y,m_sitTargetPosition.Z); }
|
|
set { m_sitTargetPosition = value; }
|
|
}
|
|
|
|
public Quaternion SitTargetOrientationLL
|
|
{
|
|
get
|
|
{
|
|
return new Quaternion(
|
|
m_sitTargetOrientation.X,
|
|
m_sitTargetOrientation.Y,
|
|
m_sitTargetOrientation.Z,
|
|
m_sitTargetOrientation.W
|
|
);
|
|
}
|
|
|
|
set { m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W); }
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The parent ID of this part.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If this is a root part which is not attached to an avatar then the value will be 0.
|
|
/// If this is a root part which is attached to an avatar then the value is the local id of that avatar.
|
|
/// If this is a child part then the value is the local ID of the root part.
|
|
/// </remarks>
|
|
public uint ParentID
|
|
{
|
|
get { return _parentID; }
|
|
set { _parentID = value; }
|
|
}
|
|
|
|
public int CreationDate
|
|
{
|
|
get { return _creationDate; }
|
|
set { _creationDate = value; }
|
|
}
|
|
|
|
public uint Category
|
|
{
|
|
get { return _category; }
|
|
set { _category = value; }
|
|
}
|
|
|
|
public int SalePrice
|
|
{
|
|
get { return _salePrice; }
|
|
set { _salePrice = value; }
|
|
}
|
|
|
|
public byte ObjectSaleType
|
|
{
|
|
get { return _objectSaleType; }
|
|
set { _objectSaleType = value; }
|
|
}
|
|
|
|
public int OwnershipCost
|
|
{
|
|
get { return _ownershipCost; }
|
|
set { _ownershipCost = value; }
|
|
}
|
|
|
|
public UUID GroupID
|
|
{
|
|
get { return _groupID; }
|
|
set { _groupID = value; }
|
|
}
|
|
|
|
public UUID OwnerID
|
|
{
|
|
get { return _ownerID; }
|
|
set { _ownerID = value; }
|
|
}
|
|
|
|
public UUID LastOwnerID
|
|
{
|
|
get { return _lastOwnerID; }
|
|
set { _lastOwnerID = value; }
|
|
}
|
|
|
|
public uint BaseMask
|
|
{
|
|
get { return _baseMask; }
|
|
set { _baseMask = value; }
|
|
}
|
|
|
|
public uint OwnerMask
|
|
{
|
|
get { return _ownerMask; }
|
|
set { _ownerMask = value; }
|
|
}
|
|
|
|
public uint GroupMask
|
|
{
|
|
get { return _groupMask; }
|
|
set { _groupMask = value; }
|
|
}
|
|
|
|
public uint EveryoneMask
|
|
{
|
|
get { return _everyoneMask; }
|
|
set { _everyoneMask = value; }
|
|
}
|
|
|
|
public uint NextOwnerMask
|
|
{
|
|
get { return _nextOwnerMask; }
|
|
set { _nextOwnerMask = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Property flags. See OpenMetaverse.PrimFlags
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
|
|
/// </remarks>
|
|
public PrimFlags Flags
|
|
{
|
|
get { return _flags; }
|
|
set
|
|
{
|
|
// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
|
|
_flags = value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
|
|
/// </summary>
|
|
public UUID SitTargetAvatar { get; set; }
|
|
|
|
/// <summary>
|
|
/// IDs of all avatars start on this object part.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// We need to track this so that we can stop sat upon prims from being attached.
|
|
/// </remarks>
|
|
/// <value>
|
|
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
|
|
/// </value>
|
|
private HashSet<UUID> m_sittingAvatars;
|
|
|
|
public virtual UUID RegionID
|
|
{
|
|
get
|
|
{
|
|
if (ParentGroup.Scene != null)
|
|
return ParentGroup.Scene.RegionInfo.RegionID;
|
|
else
|
|
return UUID.Zero;
|
|
}
|
|
set {} // read only
|
|
}
|
|
|
|
private UUID _parentUUID = UUID.Zero;
|
|
|
|
public UUID ParentUUID
|
|
{
|
|
get
|
|
{
|
|
if (ParentGroup != null)
|
|
_parentUUID = ParentGroup.UUID;
|
|
|
|
return _parentUUID;
|
|
}
|
|
|
|
set { _parentUUID = value; }
|
|
}
|
|
|
|
public string SitAnimation
|
|
{
|
|
get { return m_sitAnimation; }
|
|
set { m_sitAnimation = value; }
|
|
}
|
|
|
|
public UUID CollisionSound
|
|
{
|
|
get { return m_collisionSound; }
|
|
set
|
|
{
|
|
m_collisionSound = value;
|
|
aggregateScriptEvents();
|
|
}
|
|
}
|
|
|
|
public float CollisionSoundVolume
|
|
{
|
|
get { return m_collisionSoundVolume; }
|
|
set { m_collisionSoundVolume = value; }
|
|
}
|
|
|
|
#endregion Public Properties with only Get
|
|
|
|
private uint ApplyMask(uint val, bool set, uint mask)
|
|
{
|
|
if (set)
|
|
{
|
|
return val |= mask;
|
|
}
|
|
else
|
|
{
|
|
return val &= ~mask;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clear all pending updates of parts to clients
|
|
/// </summary>
|
|
public void ClearUpdateSchedule()
|
|
{
|
|
UpdateFlag = UpdateRequired.NONE;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void SendPropertiesToClient(IClientAPI client)
|
|
{
|
|
client.SendObjectPropertiesReply(this);
|
|
}
|
|
|
|
// TODO: unused:
|
|
// private void handleTimerAccounting(uint localID, double interval)
|
|
// {
|
|
// if (localID == LocalId)
|
|
// {
|
|
// float sec = (float)interval;
|
|
// if (m_parentGroup != null)
|
|
// {
|
|
// if (sec == 0)
|
|
// {
|
|
// if (m_parentGroup.scriptScore + 0.001f >= float.MaxValue - 0.001)
|
|
// m_parentGroup.scriptScore = 0;
|
|
//
|
|
// m_parentGroup.scriptScore += 0.001f;
|
|
// return;
|
|
// }
|
|
//
|
|
// if (m_parentGroup.scriptScore + (0.001f / sec) >= float.MaxValue - (0.001f / sec))
|
|
// m_parentGroup.scriptScore = 0;
|
|
// m_parentGroup.scriptScore += (0.001f / sec);
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
#region Public Methods
|
|
|
|
public void ResetExpire()
|
|
{
|
|
Expires = DateTime.Now + new TimeSpan(600000000);
|
|
}
|
|
|
|
public void AddFlag(PrimFlags flag)
|
|
{
|
|
// PrimFlags prevflag = Flags;
|
|
if ((Flags & flag) == 0)
|
|
{
|
|
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
|
|
Flags |= flag;
|
|
|
|
if (flag == PrimFlags.TemporaryOnRez)
|
|
ResetExpire();
|
|
}
|
|
// m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
|
}
|
|
|
|
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
|
{
|
|
m_particleSystem = pSystem.GetBytes();
|
|
}
|
|
|
|
public void RemoveParticleSystem()
|
|
{
|
|
m_particleSystem = new byte[0];
|
|
}
|
|
|
|
public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
|
|
{
|
|
byte[] data = new byte[16];
|
|
int pos = 0;
|
|
|
|
// The flags don't like conversion from uint to byte, so we have to do
|
|
// it the crappy way. See the above function :(
|
|
|
|
data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++;
|
|
data[pos] = (byte)pTexAnim.Face; pos++;
|
|
data[pos] = (byte)pTexAnim.SizeX; pos++;
|
|
data[pos] = (byte)pTexAnim.SizeY; pos++;
|
|
|
|
Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
|
|
Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
|
|
Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
|
|
|
|
m_TextureAnimation = data;
|
|
}
|
|
|
|
public void AdjustSoundGain(double volume)
|
|
{
|
|
if (volume > 1)
|
|
volume = 1;
|
|
if (volume < 0)
|
|
volume = 0;
|
|
|
|
ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
|
|
{
|
|
client.SendAttachedSoundGainChange(UUID, (float)volume);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// hook to the physics scene to apply impulse
|
|
/// This is sent up to the group, which then finds the root prim
|
|
/// and applies the force on the root prim of the group
|
|
/// </summary>
|
|
/// <param name="impulsei">Vector force</param>
|
|
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
|
|
public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
|
|
{
|
|
Vector3 impulse = impulsei;
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = newimpulse;
|
|
}
|
|
|
|
if (ParentGroup != null)
|
|
{
|
|
ParentGroup.applyImpulse(impulse);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// hook to the physics scene to apply angular impulse
|
|
/// This is sent up to the group, which then finds the root prim
|
|
/// and applies the force on the root prim of the group
|
|
/// </summary>
|
|
/// <param name="impulsei">Vector force</param>
|
|
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
|
|
public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
|
|
{
|
|
Vector3 impulse = impulsei;
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = newimpulse;
|
|
}
|
|
|
|
ParentGroup.applyAngularImpulse(impulse);
|
|
}
|
|
|
|
/// <summary>
|
|
/// hook to the physics scene to apply angular impulse
|
|
/// This is sent up to the group, which then finds the root prim
|
|
/// and applies the force on the root prim of the group
|
|
/// </summary>
|
|
/// <param name="impulsei">Vector force</param>
|
|
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
|
|
public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
|
|
{
|
|
Vector3 impulse = impulsei;
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = newimpulse;
|
|
}
|
|
|
|
ParentGroup.setAngularImpulse(impulse);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply physics to this part.
|
|
/// </summary>
|
|
/// <param name="rootObjectFlags"></param>
|
|
/// <param name="VolumeDetectActive"></param>
|
|
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
|
|
{
|
|
if (!ParentGroup.Scene.CollidablePrims)
|
|
return;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
|
|
// Name, LocalId, UUID, m_physicalPrim);
|
|
|
|
bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
|
|
bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
|
|
|
|
if (IsJoint())
|
|
{
|
|
DoPhysicsPropertyUpdate(isPhysical, true);
|
|
}
|
|
else
|
|
{
|
|
// Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
|
|
if (VolumeDetectActive)
|
|
isPhantom = false;
|
|
|
|
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
|
|
// or flexible
|
|
if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
|
|
{
|
|
// Added clarification.. since A rigid body is an object that you can kick around, etc.
|
|
bool rigidBody = isPhysical && !isPhantom;
|
|
|
|
PhysicsActor pa = AddToPhysics(rigidBody);
|
|
|
|
if (pa != null)
|
|
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
public byte ConvertScriptUintToByte(uint indata)
|
|
{
|
|
byte outdata = (byte)TextureAnimFlags.NONE;
|
|
if ((indata & 1) != 0) outdata |= (byte)TextureAnimFlags.ANIM_ON;
|
|
if ((indata & 2) != 0) outdata |= (byte)TextureAnimFlags.LOOP;
|
|
if ((indata & 4) != 0) outdata |= (byte)TextureAnimFlags.REVERSE;
|
|
if ((indata & 8) != 0) outdata |= (byte)TextureAnimFlags.PING_PONG;
|
|
if ((indata & 16) != 0) outdata |= (byte)TextureAnimFlags.SMOOTH;
|
|
if ((indata & 32) != 0) outdata |= (byte)TextureAnimFlags.ROTATE;
|
|
if ((indata & 64) != 0) outdata |= (byte)TextureAnimFlags.SCALE;
|
|
return outdata;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicates this part.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="GroupID"></param>
|
|
/// <param name="linkNum"></param>
|
|
/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
|
|
/// <returns></returns>
|
|
public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
|
|
{
|
|
SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
|
|
dupe.m_shape = m_shape.Copy();
|
|
dupe.m_regionHandle = m_regionHandle;
|
|
if (userExposed)
|
|
dupe.UUID = UUID.Random();
|
|
|
|
dupe.PhysActor = null;
|
|
|
|
dupe.OwnerID = AgentID;
|
|
dupe.GroupID = GroupID;
|
|
dupe.GroupPosition = GroupPosition;
|
|
dupe.OffsetPosition = OffsetPosition;
|
|
dupe.RotationOffset = RotationOffset;
|
|
dupe.Velocity = Velocity;
|
|
dupe.Acceleration = Acceleration;
|
|
dupe.AngularVelocity = AngularVelocity;
|
|
dupe.Flags = Flags;
|
|
|
|
dupe.OwnershipCost = OwnershipCost;
|
|
dupe.ObjectSaleType = ObjectSaleType;
|
|
dupe.SalePrice = SalePrice;
|
|
dupe.Category = Category;
|
|
dupe.m_rezzed = m_rezzed;
|
|
|
|
dupe.m_inventory = new SceneObjectPartInventory(dupe);
|
|
dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
|
|
|
|
if (userExposed)
|
|
{
|
|
dupe.ResetIDs(linkNum);
|
|
dupe.m_inventory.HasInventoryChanged = true;
|
|
}
|
|
else
|
|
{
|
|
dupe.m_inventory.HasInventoryChanged = m_inventory.HasInventoryChanged;
|
|
}
|
|
|
|
// Move afterwards ResetIDs as it clears the localID
|
|
dupe.LocalId = localID;
|
|
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
|
|
dupe.LastOwnerID = OwnerID;
|
|
|
|
byte[] extraP = new byte[Shape.ExtraParams.Length];
|
|
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
|
dupe.Shape.ExtraParams = extraP;
|
|
|
|
if (userExposed)
|
|
{
|
|
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
|
|
{
|
|
ParentGroup.Scene.AssetService.Get(
|
|
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
|
|
}
|
|
|
|
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
|
|
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
}
|
|
|
|
ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
|
|
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
|
|
|
|
return dupe;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called back by asynchronous asset fetch.
|
|
/// </summary>
|
|
/// <param name="id">ID of asset received</param>
|
|
/// <param name="sender">Register</param>
|
|
/// <param name="asset"></param>
|
|
protected void AssetReceived(string id, Object sender, AssetBase asset)
|
|
{
|
|
if (asset != null)
|
|
SculptTextureCallback(asset);
|
|
else
|
|
m_log.WarnFormat(
|
|
"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
|
|
Name, UUID, id);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do a physics property update for a NINJA joint.
|
|
/// </summary>
|
|
/// <param name="UsePhysics"></param>
|
|
/// <param name="isNew"></param>
|
|
protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
|
|
{
|
|
if (UsePhysics)
|
|
{
|
|
// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
|
|
// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
|
|
|
|
PhysicsJointType jointType;
|
|
if (IsHingeJoint())
|
|
{
|
|
jointType = PhysicsJointType.Hinge;
|
|
}
|
|
else if (IsBallJoint())
|
|
{
|
|
jointType = PhysicsJointType.Ball;
|
|
}
|
|
else
|
|
{
|
|
jointType = PhysicsJointType.Ball;
|
|
}
|
|
|
|
List<string> bodyNames = new List<string>();
|
|
string RawParams = Description;
|
|
string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
|
|
string trackedBodyName = null;
|
|
if (jointParams.Length >= 2)
|
|
{
|
|
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
|
|
{
|
|
string bodyName = jointParams[iBodyName];
|
|
bodyNames.Add(bodyName);
|
|
if (bodyName != "NULL")
|
|
{
|
|
if (trackedBodyName == null)
|
|
{
|
|
trackedBodyName = bodyName;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
|
|
Quaternion localRotation = Quaternion.Identity;
|
|
if (trackedBody != null)
|
|
{
|
|
localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
|
|
}
|
|
else
|
|
{
|
|
// error, output it below
|
|
}
|
|
|
|
PhysicsJoint joint;
|
|
|
|
joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
|
|
AbsolutePosition,
|
|
this.RotationOffset,
|
|
Description,
|
|
bodyNames,
|
|
trackedBodyName,
|
|
localRotation);
|
|
|
|
if (trackedBody == null)
|
|
{
|
|
ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (isNew)
|
|
{
|
|
// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
|
|
// delete, and if we try to delete it, due to asynchronous processing, the deletion request
|
|
// will get processed later at an indeterminate time, which could cancel a later-arriving
|
|
// joint creation request.
|
|
}
|
|
else
|
|
{
|
|
// here we turn off the joint object, so remove the joint from the physics scene
|
|
ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
|
|
|
|
// make sure client isn't interpolating the joint proxy object
|
|
Velocity = Vector3.Zero;
|
|
AngularVelocity = Vector3.Zero;
|
|
Acceleration = Vector3.Zero;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do a physics propery update for this part.
|
|
/// </summary>
|
|
/// <param name="UsePhysics"></param>
|
|
/// <param name="isNew"></param>
|
|
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
|
|
{
|
|
if (ParentGroup.Scene == null)
|
|
return;
|
|
|
|
if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
|
|
return;
|
|
|
|
if (IsJoint())
|
|
{
|
|
DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
|
|
}
|
|
else
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (UsePhysics != pa.IsPhysical || isNew)
|
|
{
|
|
if (pa.IsPhysical) // implies UsePhysics==false for this block
|
|
{
|
|
if (!isNew)
|
|
ParentGroup.Scene.RemovePhysicalPrim(1);
|
|
|
|
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
|
pa.OnOutOfBounds -= PhysicsOutOfBounds;
|
|
pa.delink();
|
|
|
|
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
|
|
{
|
|
// destroy all joints connected to this now deactivated body
|
|
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
|
|
}
|
|
|
|
// stop client-side interpolation of all joint proxy objects that have just been deleted
|
|
// this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback,
|
|
// which stops client-side interpolation of deactivated joint proxy objects.
|
|
}
|
|
|
|
if (!UsePhysics && !isNew)
|
|
{
|
|
// reset velocity to 0 on physics switch-off. Without that, the client thinks the
|
|
// prim still has velocity and continues to interpolate its position along the old
|
|
// velocity-vector.
|
|
Velocity = new Vector3(0, 0, 0);
|
|
Acceleration = new Vector3(0, 0, 0);
|
|
AngularVelocity = new Vector3(0, 0, 0);
|
|
//RotationalVelocity = new Vector3(0, 0, 0);
|
|
}
|
|
|
|
pa.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 ((Flags & PrimFlags.Phantom) == 0)
|
|
{
|
|
if (UsePhysics)
|
|
{
|
|
ParentGroup.Scene.AddPhysicalPrim(1);
|
|
|
|
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
|
pa.OnOutOfBounds += PhysicsOutOfBounds;
|
|
if (ParentID != 0 && ParentID != LocalId)
|
|
{
|
|
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
|
|
|
|
if (parentPa != null)
|
|
{
|
|
pa.link(parentPa);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
|
|
// mesh data.
|
|
if (Shape.SculptEntry)
|
|
CheckSculptAndLoad();
|
|
else
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Restore this part from the serialized xml representation.
|
|
/// </summary>
|
|
/// <param name="xmlReader"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart FromXml(XmlTextReader xmlReader)
|
|
{
|
|
SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
|
|
|
|
// for tempOnRez objects, we have to fix the Expire date.
|
|
if ((part.Flags & PrimFlags.TemporaryOnRez) != 0)
|
|
part.ResetExpire();
|
|
|
|
return part;
|
|
}
|
|
|
|
public bool GetDieAtEdge()
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return false;
|
|
|
|
return ParentGroup.RootPart.DIE_AT_EDGE;
|
|
}
|
|
|
|
public bool GetReturnAtEdge()
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return false;
|
|
|
|
return ParentGroup.RootPart.RETURN_AT_EDGE;
|
|
}
|
|
|
|
public void SetReturnAtEdge(bool p)
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
ParentGroup.RootPart.RETURN_AT_EDGE = p;
|
|
}
|
|
|
|
public bool GetBlockGrab()
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return false;
|
|
|
|
return ParentGroup.RootPart.BlockGrab;
|
|
}
|
|
|
|
public void SetBlockGrab(bool p)
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
ParentGroup.RootPart.BlockGrab = p;
|
|
}
|
|
|
|
public void SetStatusSandbox(bool p)
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition;
|
|
ParentGroup.RootPart.StatusSandbox = p;
|
|
}
|
|
|
|
public bool GetStatusSandbox()
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return false;
|
|
|
|
return ParentGroup.RootPart.StatusSandbox;
|
|
}
|
|
|
|
public int GetAxisRotation(int axis)
|
|
{
|
|
//Cannot use ScriptBaseClass constants as no referance to it currently.
|
|
if (axis == 2)//STATUS_ROTATE_X
|
|
return STATUS_ROTATE_X;
|
|
if (axis == 4)//STATUS_ROTATE_Y
|
|
return STATUS_ROTATE_Y;
|
|
if (axis == 8)//STATUS_ROTATE_Z
|
|
return STATUS_ROTATE_Z;
|
|
|
|
return 0;
|
|
}
|
|
|
|
public double GetDistanceTo(Vector3 a, Vector3 b)
|
|
{
|
|
float dx = a.X - b.X;
|
|
float dy = a.Y - b.Y;
|
|
float dz = a.Z - b.Z;
|
|
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
|
|
}
|
|
|
|
public uint GetEffectiveObjectFlags()
|
|
{
|
|
// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
|
|
// value rather than reference
|
|
// PrimFlags f = _flags;
|
|
// if (m_parentGroup == null || m_parentGroup.RootPart == this)
|
|
// f &= ~(PrimFlags.Touch | PrimFlags.Money);
|
|
|
|
return (uint)Flags | (uint)LocalFlags;
|
|
}
|
|
|
|
public Vector3 GetGeometricCenter()
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
|
|
else
|
|
return new Vector3(0, 0, 0);
|
|
}
|
|
|
|
public float GetMass()
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
return pa.Mass;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
public Vector3 GetForce()
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
return pa.Force;
|
|
else
|
|
return Vector3.Zero;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method for a prim to get it's world position from the group.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Remember, the Group Position simply gives the position of the group itself
|
|
/// </remarks>
|
|
/// <returns>A Linked Child Prim objects position in world</returns>
|
|
public Vector3 GetWorldPosition()
|
|
{
|
|
Vector3 ret;
|
|
if (_parentID == 0)
|
|
// if a root SOP, my position is what it is
|
|
ret = GroupPosition;
|
|
else
|
|
{
|
|
// If a child SOP, my position is relative to the root SOP so take
|
|
// my info and add the root's position and rotation to
|
|
// get my world position.
|
|
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
|
|
Vector3 translationOffsetPosition = OffsetPosition * parentRot;
|
|
ret = ParentGroup.AbsolutePosition + translationOffsetPosition;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the rotation of this prim offset by the group rotation
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public Quaternion GetWorldRotation()
|
|
{
|
|
Quaternion newRot;
|
|
|
|
if (this.LinkNum == 0 || this.LinkNum == 1)
|
|
{
|
|
newRot = RotationOffset;
|
|
}
|
|
else
|
|
{
|
|
// A child SOP's rotation is relative to the root SOP's rotation.
|
|
// Combine them to get my absolute rotation.
|
|
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
|
|
Quaternion oldRot = RotationOffset;
|
|
newRot = parentRot * oldRot;
|
|
}
|
|
|
|
return newRot;
|
|
}
|
|
|
|
public void MoveToTarget(Vector3 target, float tau)
|
|
{
|
|
if (tau > 0)
|
|
{
|
|
ParentGroup.moveToTarget(target, tau);
|
|
}
|
|
else
|
|
{
|
|
StopMoveToTarget();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
|
|
/// </summary>
|
|
/// <param name="height">Height to hover. Height of zero disables hover.</param>
|
|
/// <param name="hoverType">Determines what the height is relative to </param>
|
|
/// <param name="tau">Number of seconds over which to reach target</param>
|
|
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
|
|
{
|
|
ParentGroup.SetHoverHeight(height, hoverType, tau);
|
|
}
|
|
|
|
public void StopHover()
|
|
{
|
|
ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
|
|
}
|
|
|
|
public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
}
|
|
|
|
public bool CollisionFilteredOut(UUID objectID, string objectName)
|
|
{
|
|
if(CollisionFilter.Count == 0)
|
|
return false;
|
|
|
|
if (CollisionFilter.ContainsValue(objectID.ToString()) ||
|
|
CollisionFilter.ContainsValue(objectID.ToString() + objectName) ||
|
|
CollisionFilter.ContainsValue(UUID.Zero.ToString() + objectName))
|
|
{
|
|
if (CollisionFilter.ContainsKey(1))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
if (CollisionFilter.ContainsKey(1))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private DetectedObject CreateDetObject(SceneObjectPart obj)
|
|
{
|
|
DetectedObject detobj = new DetectedObject();
|
|
detobj.keyUUID = obj.UUID;
|
|
detobj.nameStr = obj.Name;
|
|
detobj.ownerUUID = obj.OwnerID;
|
|
detobj.posVector = obj.AbsolutePosition;
|
|
detobj.rotQuat = obj.GetWorldRotation();
|
|
detobj.velVector = obj.Velocity;
|
|
detobj.colliderType = 0;
|
|
detobj.groupUUID = obj.GroupID;
|
|
|
|
return detobj;
|
|
}
|
|
|
|
private DetectedObject CreateDetObject(ScenePresence av)
|
|
{
|
|
DetectedObject detobj = new DetectedObject();
|
|
detobj.keyUUID = av.UUID;
|
|
detobj.nameStr = av.ControllingClient.Name;
|
|
detobj.ownerUUID = av.UUID;
|
|
detobj.posVector = av.AbsolutePosition;
|
|
detobj.rotQuat = av.Rotation;
|
|
detobj.velVector = av.Velocity;
|
|
detobj.colliderType = 0;
|
|
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
|
|
|
|
return detobj;
|
|
}
|
|
|
|
private DetectedObject CreateDetObjectForGround()
|
|
{
|
|
DetectedObject detobj = new DetectedObject();
|
|
detobj.keyUUID = UUID.Zero;
|
|
detobj.nameStr = "";
|
|
detobj.ownerUUID = UUID.Zero;
|
|
detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
|
|
detobj.rotQuat = Quaternion.Identity;
|
|
detobj.velVector = Vector3.Zero;
|
|
detobj.colliderType = 0;
|
|
detobj.groupUUID = UUID.Zero;
|
|
|
|
return detobj;
|
|
}
|
|
|
|
private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
|
|
{
|
|
ColliderArgs colliderArgs = new ColliderArgs();
|
|
List<DetectedObject> colliding = new List<DetectedObject>();
|
|
foreach (uint localId in colliders)
|
|
{
|
|
if (localId == 0)
|
|
continue;
|
|
|
|
SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
|
|
if (obj != null)
|
|
{
|
|
if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
|
|
colliding.Add(CreateDetObject(obj));
|
|
}
|
|
else
|
|
{
|
|
ScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
|
|
if (av != null && (!av.IsChildAgent))
|
|
{
|
|
if (!dest.CollisionFilteredOut(av.UUID, av.Name))
|
|
colliding.Add(CreateDetObject(av));
|
|
}
|
|
}
|
|
}
|
|
|
|
colliderArgs.Colliders = colliding;
|
|
|
|
return colliderArgs;
|
|
}
|
|
|
|
private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
|
|
|
|
private void SendCollisionEvent(scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
|
|
{
|
|
bool sendToRoot = false;
|
|
ColliderArgs CollidingMessage;
|
|
|
|
if (colliders.Count > 0)
|
|
{
|
|
if ((ScriptEvents & ev) != 0)
|
|
{
|
|
CollidingMessage = CreateColliderArgs(this, colliders);
|
|
|
|
if (CollidingMessage.Colliders.Count > 0)
|
|
notify(LocalId, CollidingMessage);
|
|
|
|
if (PassCollisions)
|
|
sendToRoot = true;
|
|
}
|
|
else
|
|
{
|
|
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
|
|
sendToRoot = true;
|
|
}
|
|
if (sendToRoot && ParentGroup.RootPart != this)
|
|
{
|
|
CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
|
|
if (CollidingMessage.Colliders.Count > 0)
|
|
notify(ParentGroup.RootPart.LocalId, CollidingMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
|
|
{
|
|
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
|
|
{
|
|
ColliderArgs LandCollidingMessage = new ColliderArgs();
|
|
List<DetectedObject> colliding = new List<DetectedObject>();
|
|
|
|
colliding.Add(CreateDetObjectForGround());
|
|
LandCollidingMessage.Colliders = colliding;
|
|
|
|
notify(LocalId, LandCollidingMessage);
|
|
}
|
|
}
|
|
|
|
public void PhysicsCollision(EventArgs e)
|
|
{
|
|
if (ParentGroup.Scene == null || ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
// single threaded here
|
|
CollisionEventUpdate a = (CollisionEventUpdate)e;
|
|
Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
|
|
List<uint> thisHitColliders = new List<uint>();
|
|
List<uint> endedColliders = new List<uint>();
|
|
List<uint> startedColliders = new List<uint>();
|
|
|
|
// calculate things that started colliding this time
|
|
// and build up list of colliders this time
|
|
foreach (uint localid in collissionswith.Keys)
|
|
{
|
|
thisHitColliders.Add(localid);
|
|
if (!m_lastColliders.Contains(localid))
|
|
startedColliders.Add(localid);
|
|
}
|
|
|
|
// calculate things that ended colliding
|
|
foreach (uint localID in m_lastColliders)
|
|
{
|
|
if (!thisHitColliders.Contains(localID))
|
|
endedColliders.Add(localID);
|
|
}
|
|
|
|
//add the items that started colliding this time to the last colliders list.
|
|
foreach (uint localID in startedColliders)
|
|
m_lastColliders.Add(localID);
|
|
|
|
// remove things that ended colliding from the last colliders list
|
|
foreach (uint localID in endedColliders)
|
|
m_lastColliders.Remove(localID);
|
|
|
|
// play the sound.
|
|
if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
|
|
SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
|
|
|
|
SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
|
|
SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
|
|
SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
|
|
|
|
if (startedColliders.Contains(0))
|
|
{
|
|
if (m_lastColliders.Contains(0))
|
|
SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
|
|
else
|
|
SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
|
|
}
|
|
if (endedColliders.Contains(0))
|
|
SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
|
|
}
|
|
|
|
public void PhysicsOutOfBounds(Vector3 pos)
|
|
{
|
|
m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
|
|
|
|
RemFlag(PrimFlags.Physics);
|
|
DoPhysicsPropertyUpdate(false, true);
|
|
//ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
|
|
public void PhysicsRequestingTerseUpdate()
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
|
|
|
|
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
|
|
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|
|
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
|
|
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|
|
{
|
|
ParentGroup.AbsolutePosition = newpos;
|
|
return;
|
|
}
|
|
//ParentGroup.RootPart.m_groupPosition = newpos;
|
|
}
|
|
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
public void PreloadSound(string sound)
|
|
{
|
|
// UUID ownerID = OwnerID;
|
|
UUID objectID = ParentGroup.RootPart.UUID;
|
|
UUID soundID = UUID.Zero;
|
|
|
|
if (!UUID.TryParse(sound, out soundID))
|
|
{
|
|
//Trys to fetch sound id from prim's inventory.
|
|
//Prim's inventory doesn't support non script items yet
|
|
|
|
lock (TaskInventory)
|
|
{
|
|
foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
|
|
{
|
|
if (item.Value.Name == sound)
|
|
{
|
|
soundID = item.Value.ItemID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
|
|
{
|
|
if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
|
|
sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
|
|
});
|
|
}
|
|
|
|
public void RemFlag(PrimFlags flag)
|
|
{
|
|
// PrimFlags prevflag = Flags;
|
|
if ((Flags & flag) != 0)
|
|
{
|
|
//m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
|
|
Flags &= ~flag;
|
|
}
|
|
//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
|
//ScheduleFullUpdate();
|
|
}
|
|
|
|
public void RemoveScriptEvents(UUID scriptid)
|
|
{
|
|
lock (m_scriptEvents)
|
|
{
|
|
if (m_scriptEvents.ContainsKey(scriptid))
|
|
{
|
|
scriptEvents oldparts = scriptEvents.None;
|
|
oldparts = (scriptEvents) m_scriptEvents[scriptid];
|
|
|
|
// remove values from aggregated script events
|
|
AggregateScriptEvents &= ~oldparts;
|
|
m_scriptEvents.Remove(scriptid);
|
|
aggregateScriptEvents();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset UUIDs for this part. This involves generate this part's own UUID and
|
|
/// generating new UUIDs for all the items in the inventory.
|
|
/// </summary>
|
|
/// <param name="linkNum">Link number for the part</param>
|
|
public void ResetIDs(int linkNum)
|
|
{
|
|
UUID = UUID.Random();
|
|
LinkNum = linkNum;
|
|
LocalId = 0;
|
|
Inventory.ResetInventoryIDs();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the scale of this part.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Unlike the scale property, this checks the new size against scene limits and schedules a full property
|
|
/// update to viewers.
|
|
/// </remarks>
|
|
/// <param name="scale"></param>
|
|
public void Resize(Vector3 scale)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (ParentGroup.Scene != null)
|
|
{
|
|
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
|
|
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
|
|
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
|
|
|
|
if (pa != null && pa.IsPhysical)
|
|
{
|
|
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
|
|
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
|
|
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
|
|
}
|
|
}
|
|
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
|
|
|
|
Scale = scale;
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void RotLookAt(Quaternion target, float strength, float damping)
|
|
{
|
|
if (ParentGroup.IsAttachment)
|
|
{
|
|
/*
|
|
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
|
|
if (avatar != null)
|
|
{
|
|
Rotate the Av?
|
|
} */
|
|
}
|
|
else
|
|
{
|
|
APIDDamp = damping;
|
|
APIDStrength = strength;
|
|
APIDTarget = target;
|
|
|
|
if (APIDStrength <= 0)
|
|
{
|
|
m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
|
|
return;
|
|
}
|
|
|
|
m_APIDIterations = 1 + (int)(Math.PI * APIDStrength);
|
|
}
|
|
|
|
// Necessary to get the lookat deltas applied
|
|
ParentGroup.QueueForUpdateCheck();
|
|
}
|
|
|
|
public void StartLookAt(Quaternion target, float strength, float damping)
|
|
{
|
|
RotLookAt(target,strength,damping);
|
|
}
|
|
|
|
public void StopLookAt()
|
|
{
|
|
APIDTarget = Quaternion.Identity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedules this prim for a full update
|
|
/// </summary>
|
|
public void ScheduleFullUpdate()
|
|
{
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
|
|
|
|
if (ParentGroup == null)
|
|
return;
|
|
|
|
ParentGroup.QueueForUpdateCheck();
|
|
|
|
int timeNow = Util.UnixTimeSinceEpoch();
|
|
|
|
// If multiple updates are scheduled on the same second, we still need to perform all of them
|
|
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
|
|
// to be performed.
|
|
if (timeNow <= TimeStampFull)
|
|
{
|
|
TimeStampFull += 1;
|
|
}
|
|
else
|
|
{
|
|
TimeStampFull = (uint)timeNow;
|
|
}
|
|
|
|
UpdateFlag = UpdateRequired.FULL;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
|
|
// UUID, Name, TimeStampFull);
|
|
|
|
if (ParentGroup.Scene != null)
|
|
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a terse update for this prim. Terse updates only send position,
|
|
/// rotation, velocity and rotational velocity information.
|
|
/// </summary>
|
|
public void ScheduleTerseUpdate()
|
|
{
|
|
if (ParentGroup == null)
|
|
return;
|
|
|
|
// This was pulled from SceneViewer. Attachments always receive full updates.
|
|
// I could not verify if this is a requirement but this maintains existing behavior
|
|
if (ParentGroup.IsAttachment)
|
|
{
|
|
ScheduleFullUpdate();
|
|
return;
|
|
}
|
|
|
|
if (UpdateFlag == UpdateRequired.NONE)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
ParentGroup.QueueForUpdateCheck();
|
|
|
|
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
|
|
UpdateFlag = UpdateRequired.TERSE;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
|
|
// UUID, Name, TimeStampTerse);
|
|
}
|
|
|
|
if (ParentGroup.Scene != null)
|
|
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
|
|
}
|
|
|
|
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
|
{
|
|
ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set sculpt and mesh data, and tell the physics engine to process the change.
|
|
/// </summary>
|
|
/// <param name="texture">The mesh itself.</param>
|
|
public void SculptTextureCallback(AssetBase texture)
|
|
{
|
|
if (m_shape.SculptEntry)
|
|
{
|
|
// commented out for sculpt map caching test - null could mean a cached sculpt map has been found
|
|
//if (texture != null)
|
|
{
|
|
if (texture != null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
|
|
|
|
m_shape.SculptData = texture.Data;
|
|
}
|
|
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
// Update the physics actor with the new loaded sculpt data and set the taint signal.
|
|
pa.Shape = m_shape;
|
|
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a full update to the client for the given part
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void SendFullUpdate(IClientAPI remoteClient)
|
|
{
|
|
if (ParentGroup == null)
|
|
return;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
|
|
|
|
if (IsRoot)
|
|
{
|
|
if (ParentGroup.IsAttachment)
|
|
{
|
|
SendFullUpdateToClient(remoteClient, AttachedPos);
|
|
}
|
|
else
|
|
{
|
|
SendFullUpdateToClient(remoteClient, AbsolutePosition);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SendFullUpdateToClient(remoteClient);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a full update for this part to all clients.
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
if (ParentGroup == null)
|
|
return;
|
|
|
|
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
|
{
|
|
SendFullUpdate(avatar.ControllingClient);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a full update to the client
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
SendFullUpdateToClient(remoteClient, OffsetPosition);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a full update to the client
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="lPos"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos)
|
|
{
|
|
if (ParentGroup == null)
|
|
return;
|
|
|
|
// Suppress full updates during attachment editing
|
|
//
|
|
if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
|
|
return;
|
|
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
if (ParentGroup.IsAttachment
|
|
&& ParentGroup.AttachedAvatar != remoteClient.AgentId
|
|
&& ParentGroup.HasPrivateAttachmentPoint)
|
|
return;
|
|
|
|
if (remoteClient.AgentId == OwnerID)
|
|
{
|
|
if ((Flags & PrimFlags.CreateSelected) != 0)
|
|
Flags &= ~PrimFlags.CreateSelected;
|
|
}
|
|
//bool isattachment = IsAttachment;
|
|
//if (LocalId != ParentGroup.RootPart.LocalId)
|
|
//isattachment = ParentGroup.RootPart.IsAttachment;
|
|
|
|
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
|
|
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell all the prims which have had updates scheduled
|
|
/// </summary>
|
|
public void SendScheduledUpdates()
|
|
{
|
|
const float ROTATION_TOLERANCE = 0.01f;
|
|
const float VELOCITY_TOLERANCE = 0.001f;
|
|
const float POSITION_TOLERANCE = 0.05f;
|
|
const int TIME_MS_TOLERANCE = 3000;
|
|
|
|
switch (UpdateFlag)
|
|
{
|
|
case UpdateRequired.TERSE:
|
|
{
|
|
ClearUpdateSchedule();
|
|
// Throw away duplicate or insignificant updates
|
|
if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
|
|
!Acceleration.Equals(m_lastAcceleration) ||
|
|
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
|
|
Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
|
|
!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
|
|
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
|
|
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
|
|
// Update the "last" values
|
|
m_lastPosition = OffsetPosition;
|
|
m_lastRotation = RotationOffset;
|
|
m_lastVelocity = Velocity;
|
|
m_lastAcceleration = Acceleration;
|
|
m_lastAngularVelocity = AngularVelocity;
|
|
m_lastTerseSent = Environment.TickCount;
|
|
}
|
|
break;
|
|
}
|
|
case UpdateRequired.FULL:
|
|
{
|
|
ClearUpdateSchedule();
|
|
SendFullUpdateToAllClients();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trigger or play an attached sound in this part's inventory.
|
|
/// </summary>
|
|
/// <param name="sound"></param>
|
|
/// <param name="volume"></param>
|
|
/// <param name="triggered"></param>
|
|
/// <param name="flags"></param>
|
|
public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
|
|
{
|
|
if (volume > 1)
|
|
volume = 1;
|
|
if (volume < 0)
|
|
volume = 0;
|
|
|
|
UUID ownerID = OwnerID;
|
|
UUID objectID = ParentGroup.RootPart.UUID;
|
|
UUID parentID = ParentGroup.UUID;
|
|
|
|
UUID soundID = UUID.Zero;
|
|
Vector3 position = AbsolutePosition; // region local
|
|
ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
|
|
|
|
if (!UUID.TryParse(sound, out soundID))
|
|
{
|
|
// search sound file from inventory
|
|
lock (TaskInventory)
|
|
{
|
|
foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
|
|
{
|
|
if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
|
|
{
|
|
soundID = item.Value.ItemID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (soundID == UUID.Zero)
|
|
return;
|
|
|
|
ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
|
|
if (soundModule != null)
|
|
{
|
|
if (useMaster)
|
|
{
|
|
if (isMaster)
|
|
{
|
|
if (triggered)
|
|
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
|
|
else
|
|
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
|
|
ParentGroup.PlaySoundMasterPrim = this;
|
|
ownerID = OwnerID;
|
|
objectID = ParentGroup.RootPart.UUID;
|
|
parentID = ParentGroup.UUID;
|
|
position = AbsolutePosition; // region local
|
|
regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
|
|
if (triggered)
|
|
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
|
|
else
|
|
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
|
|
foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
|
|
{
|
|
ownerID = prim.OwnerID;
|
|
objectID = prim.ParentGroup.RootPart.UUID;
|
|
parentID = prim.ParentGroup.UUID;
|
|
position = prim.AbsolutePosition; // region local
|
|
regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
|
|
if (triggered)
|
|
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
|
|
else
|
|
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
|
|
}
|
|
ParentGroup.PlaySoundSlavePrims.Clear();
|
|
ParentGroup.PlaySoundMasterPrim = null;
|
|
}
|
|
else
|
|
{
|
|
ParentGroup.PlaySoundSlavePrims.Add(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (triggered)
|
|
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
|
|
else
|
|
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a terse update to all clients
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
|
{
|
|
SendTerseUpdateToClient(client);
|
|
});
|
|
}
|
|
|
|
public void SetAxisRotation(int axis, int rotate)
|
|
{
|
|
ParentGroup.SetAxisRotation(axis, rotate);
|
|
|
|
//Cannot use ScriptBaseClass constants as no referance to it currently.
|
|
if (axis == 2)//STATUS_ROTATE_X
|
|
STATUS_ROTATE_X = rotate;
|
|
|
|
if (axis == 4)//STATUS_ROTATE_Y
|
|
STATUS_ROTATE_Y = rotate;
|
|
|
|
if (axis == 8)//STATUS_ROTATE_Z
|
|
STATUS_ROTATE_Z = rotate;
|
|
}
|
|
|
|
public void SetBuoyancy(float fvalue)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.Buoyancy = fvalue;
|
|
}
|
|
|
|
public void SetDieAtEdge(bool p)
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
ParentGroup.RootPart.DIE_AT_EDGE = p;
|
|
}
|
|
|
|
public void SetFloatOnWater(int floatYN)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.FloatOnWater = floatYN == 1;
|
|
}
|
|
|
|
public void SetForce(Vector3 force)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.Force = force;
|
|
}
|
|
|
|
public void SetVehicleType(int type)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.VehicleType = type;
|
|
}
|
|
|
|
public void SetVehicleFloatParam(int param, float value)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.VehicleFloatParam(param, value);
|
|
}
|
|
|
|
public void SetVehicleVectorParam(int param, Vector3 value)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.VehicleVectorParam(param, value);
|
|
}
|
|
|
|
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.VehicleRotationParam(param, rotation);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the color & alpha of prim faces
|
|
/// </summary>
|
|
/// <param name="face"></param>
|
|
/// <param name="color"></param>
|
|
/// <param name="alpha"></param>
|
|
public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
|
|
{
|
|
Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
|
|
float clippedAlpha = alpha.HasValue ?
|
|
Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
|
|
|
|
// The only way to get a deep copy/ If we don't do this, we can
|
|
// never detect color changes further down.
|
|
Byte[] buf = Shape.Textures.GetBytes();
|
|
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
|
|
Color4 texcolor;
|
|
if (face >= 0 && face < GetNumberOfSides())
|
|
{
|
|
texcolor = tex.CreateFace((uint)face).RGBA;
|
|
texcolor.R = clippedColor.X;
|
|
texcolor.G = clippedColor.Y;
|
|
texcolor.B = clippedColor.Z;
|
|
if (alpha.HasValue)
|
|
{
|
|
texcolor.A = clippedAlpha;
|
|
}
|
|
tex.FaceTextures[face].RGBA = texcolor;
|
|
UpdateTextureEntry(tex.GetBytes());
|
|
return;
|
|
}
|
|
else if (face == ALL_SIDES)
|
|
{
|
|
for (uint i = 0; i < GetNumberOfSides(); i++)
|
|
{
|
|
if (tex.FaceTextures[i] != null)
|
|
{
|
|
texcolor = tex.FaceTextures[i].RGBA;
|
|
texcolor.R = clippedColor.X;
|
|
texcolor.G = clippedColor.Y;
|
|
texcolor.B = clippedColor.Z;
|
|
if (alpha.HasValue)
|
|
{
|
|
texcolor.A = clippedAlpha;
|
|
}
|
|
tex.FaceTextures[i].RGBA = texcolor;
|
|
}
|
|
texcolor = tex.DefaultTexture.RGBA;
|
|
texcolor.R = clippedColor.X;
|
|
texcolor.G = clippedColor.Y;
|
|
texcolor.B = clippedColor.Z;
|
|
if (alpha.HasValue)
|
|
{
|
|
texcolor.A = clippedAlpha;
|
|
}
|
|
tex.DefaultTexture.RGBA = texcolor;
|
|
}
|
|
UpdateTextureEntry(tex.GetBytes());
|
|
return;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the number of sides that this part has.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public int GetNumberOfSides()
|
|
{
|
|
int ret = 0;
|
|
bool hasCut;
|
|
bool hasHollow;
|
|
bool hasDimple;
|
|
bool hasProfileCut;
|
|
|
|
PrimType primType = GetPrimType();
|
|
HasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
|
|
|
|
switch (primType)
|
|
{
|
|
case PrimType.BOX:
|
|
ret = 6;
|
|
if (hasCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.CYLINDER:
|
|
ret = 3;
|
|
if (hasCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.PRISM:
|
|
ret = 5;
|
|
if (hasCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.SPHERE:
|
|
ret = 1;
|
|
if (hasCut) ret += 2;
|
|
if (hasDimple) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.TORUS:
|
|
ret = 1;
|
|
if (hasCut) ret += 2;
|
|
if (hasProfileCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.TUBE:
|
|
ret = 4;
|
|
if (hasCut) ret += 2;
|
|
if (hasProfileCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.RING:
|
|
ret = 3;
|
|
if (hasCut) ret += 2;
|
|
if (hasProfileCut) ret += 2;
|
|
if (hasHollow) ret += 1;
|
|
break;
|
|
case PrimType.SCULPT:
|
|
// Special mesh handling
|
|
if (Shape.SculptType == (byte)SculptType.Mesh)
|
|
ret = 8; // if it's a mesh then max 8 faces
|
|
else
|
|
ret = 1; // if it's a sculpt then max 1 face
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell us what type this prim is
|
|
/// </summary>
|
|
/// <param name="primShape"></param>
|
|
/// <returns></returns>
|
|
public PrimType GetPrimType()
|
|
{
|
|
if (Shape.SculptEntry)
|
|
return PrimType.SCULPT;
|
|
|
|
if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
|
{
|
|
if (Shape.PathCurve == (byte)Extrusion.Straight)
|
|
return PrimType.BOX;
|
|
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
|
|
return PrimType.TUBE;
|
|
}
|
|
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
if (Shape.PathCurve == (byte)Extrusion.Straight)
|
|
return PrimType.CYLINDER;
|
|
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
|
|
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
|
|
return PrimType.TORUS;
|
|
}
|
|
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
|
|
return PrimType.SPHERE;
|
|
}
|
|
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
if (Shape.PathCurve == (byte)Extrusion.Straight)
|
|
return PrimType.PRISM;
|
|
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
|
|
return PrimType.RING;
|
|
}
|
|
|
|
return PrimType.BOX;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
|
|
/// </summary>
|
|
/// <param name="primType"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="hasCut"></param>
|
|
/// <param name="hasHollow"></param>
|
|
/// <param name="hasDimple"></param>
|
|
/// <param name="hasProfileCut"></param>
|
|
protected static void HasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
|
|
out bool hasDimple, out bool hasProfileCut)
|
|
{
|
|
if (primType == PrimType.BOX
|
|
||
|
|
primType == PrimType.CYLINDER
|
|
||
|
|
primType == PrimType.PRISM)
|
|
|
|
hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
|
|
else
|
|
hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
|
|
|
|
hasHollow = shape.ProfileHollow > 0;
|
|
hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
|
|
hasProfileCut = hasDimple; // is it the same thing?
|
|
}
|
|
|
|
public void SetVehicleFlags(int param, bool remove)
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.VehicleFlags(param, remove);
|
|
}
|
|
|
|
public void SetGroup(UUID groupID, IClientAPI client)
|
|
{
|
|
// Scene.AddNewPrims() calls with client == null so can't use this.
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Setting group for {0} to {1} for {2}",
|
|
// Name, groupID, OwnerID);
|
|
|
|
GroupID = groupID;
|
|
if (client != null)
|
|
SendPropertiesToClient(client);
|
|
UpdateFlag = UpdateRequired.FULL;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the parent group of this prim.
|
|
/// </summary>
|
|
public void SetParent(SceneObjectGroup parent)
|
|
{
|
|
ParentGroup = parent;
|
|
}
|
|
|
|
// Use this for attachments! LocalID should be avatar's localid
|
|
public void SetParentLocalId(uint localID)
|
|
{
|
|
ParentID = localID;
|
|
}
|
|
|
|
public void SetPhysicsAxisRotation()
|
|
{
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.LockAngularMotion(RotationAxis);
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the events that this part will pass on to listeners.
|
|
/// </summary>
|
|
/// <param name="scriptid"></param>
|
|
/// <param name="events"></param>
|
|
public void SetScriptEvents(UUID scriptid, int events)
|
|
{
|
|
// scriptEvents oldparts;
|
|
lock (m_scriptEvents)
|
|
{
|
|
if (m_scriptEvents.ContainsKey(scriptid))
|
|
{
|
|
// oldparts = m_scriptEvents[scriptid];
|
|
|
|
// remove values from aggregated script events
|
|
if (m_scriptEvents[scriptid] == (scriptEvents) events)
|
|
return;
|
|
m_scriptEvents[scriptid] = (scriptEvents) events;
|
|
}
|
|
else
|
|
{
|
|
m_scriptEvents.Add(scriptid, (scriptEvents) events);
|
|
}
|
|
}
|
|
aggregateScriptEvents();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the text displayed for this part.
|
|
/// </summary>
|
|
/// <param name="text"></param>
|
|
public void SetText(string text)
|
|
{
|
|
Text = text;
|
|
|
|
if (ParentGroup != null)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the text displayed for this part.
|
|
/// </summary>
|
|
/// <param name="text"></param>
|
|
/// <param name="color"></param>
|
|
/// <param name="alpha"></param>
|
|
public void SetText(string text, Vector3 color, double alpha)
|
|
{
|
|
Color = Color.FromArgb((int) (alpha*0xff),
|
|
(int) (color.X*0xff),
|
|
(int) (color.Y*0xff),
|
|
(int) (color.Z*0xff));
|
|
SetText(text);
|
|
}
|
|
|
|
public void StopMoveToTarget()
|
|
{
|
|
ParentGroup.stopMoveToTarget();
|
|
|
|
ParentGroup.ScheduleGroupForTerseUpdate();
|
|
//ParentGroup.ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public void StoreUndoState()
|
|
{
|
|
StoreUndoState(false);
|
|
}
|
|
|
|
public void StoreUndoState(bool forGroup)
|
|
{
|
|
if (ParentGroup == null || ParentGroup.Scene == null)
|
|
return;
|
|
|
|
if (Undoing)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
|
|
return;
|
|
}
|
|
|
|
if (IgnoreUndoUpdate)
|
|
{
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
|
|
return;
|
|
}
|
|
|
|
lock (m_undo)
|
|
{
|
|
if (m_undo.Count > 0)
|
|
{
|
|
UndoState last = m_undo[m_undo.Count - 1];
|
|
if (last != null)
|
|
{
|
|
// TODO: May need to fix for group comparison
|
|
if (last.Compare(this))
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
|
|
// Name, LocalId, m_undo.Count);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
|
|
// Name, LocalId, forGroup, m_undo.Count);
|
|
|
|
if (ParentGroup.Scene.MaxUndoCount > 0)
|
|
{
|
|
UndoState nUndo = new UndoState(this, forGroup);
|
|
|
|
m_undo.Add(nUndo);
|
|
|
|
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
|
|
m_undo.RemoveAt(0);
|
|
|
|
if (m_redo.Count > 0)
|
|
m_redo.Clear();
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
|
|
// Name, LocalId, forGroup, m_undo.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return number of undos on the stack. Here temporarily pending a refactor.
|
|
/// </summary>
|
|
public int UndoCount
|
|
{
|
|
get
|
|
{
|
|
lock (m_undo)
|
|
return m_undo.Count;
|
|
}
|
|
}
|
|
|
|
public void Undo()
|
|
{
|
|
lock (m_undo)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
|
|
// Name, LocalId, m_undo.Count);
|
|
|
|
if (m_undo.Count > 0)
|
|
{
|
|
UndoState goback = m_undo[m_undo.Count - 1];
|
|
m_undo.RemoveAt(m_undo.Count - 1);
|
|
|
|
UndoState nUndo = null;
|
|
|
|
if (ParentGroup.Scene.MaxUndoCount > 0)
|
|
{
|
|
nUndo = new UndoState(this, goback.ForGroup);
|
|
}
|
|
|
|
goback.PlaybackState(this);
|
|
|
|
if (nUndo != null)
|
|
{
|
|
m_redo.Add(nUndo);
|
|
|
|
if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
|
|
m_redo.RemoveAt(0);
|
|
}
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
|
|
// Name, LocalId, m_undo.Count);
|
|
}
|
|
}
|
|
|
|
public void Redo()
|
|
{
|
|
lock (m_undo)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
|
|
// Name, LocalId, m_redo.Count);
|
|
|
|
if (m_redo.Count > 0)
|
|
{
|
|
UndoState gofwd = m_redo[m_redo.Count - 1];
|
|
m_redo.RemoveAt(m_redo.Count - 1);
|
|
|
|
if (ParentGroup.Scene.MaxUndoCount > 0)
|
|
{
|
|
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
|
|
|
|
m_undo.Add(nUndo);
|
|
|
|
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
|
|
m_undo.RemoveAt(0);
|
|
}
|
|
|
|
gofwd.PlayfwdState(this);
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
|
|
// Name, LocalId, m_redo.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ClearUndoState()
|
|
{
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
|
|
|
|
lock (m_undo)
|
|
{
|
|
m_undo.Clear();
|
|
m_redo.Clear();
|
|
}
|
|
}
|
|
|
|
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
|
|
{
|
|
// In this case we're using a sphere with a radius of the largest dimension of the prim
|
|
// TODO: Change to take shape into account
|
|
|
|
EntityIntersection result = new EntityIntersection();
|
|
Vector3 vAbsolutePosition = AbsolutePosition;
|
|
Vector3 vScale = Scale;
|
|
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 dimension 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;
|
|
|
|
// the second part of this is the default prim size
|
|
// once we factor in the aabb of the prim we're adding we can
|
|
// change this to;
|
|
// radius = (radius / 2) - 0.01f;
|
|
//
|
|
radius = (radius / 2) + (0.5f / 2) - 0.1f;
|
|
|
|
//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 result;
|
|
}
|
|
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 result;
|
|
}
|
|
}
|
|
|
|
// 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));
|
|
|
|
result.HitTF = true;
|
|
result.ipoint = ipoint;
|
|
|
|
// Normal is calculated by the difference and then normalizing the result
|
|
Vector3 normalpart = ipoint - vAbsolutePosition;
|
|
result.normal = normalpart / normalpart.Length();
|
|
|
|
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
|
|
// I can write a function to do it.. but I like the fact that this one is Static.
|
|
|
|
Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
|
|
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
|
|
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
|
|
|
|
result.distance = distance;
|
|
|
|
return result;
|
|
}
|
|
|
|
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
|
|
{
|
|
// In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
|
|
// This breaks down into the ray---> plane equation.
|
|
// TODO: Change to take shape into account
|
|
Vector3[] vertexes = new Vector3[8];
|
|
|
|
// float[] distance = new float[6];
|
|
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
|
|
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
|
|
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
|
|
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
|
|
|
|
Vector3[] normals = new Vector3[6]; // Normal for Facei
|
|
Vector3[] AAfacenormals = new Vector3[6]; // Axis Aligned face normals
|
|
|
|
AAfacenormals[0] = new Vector3(1, 0, 0);
|
|
AAfacenormals[1] = new Vector3(0, 1, 0);
|
|
AAfacenormals[2] = new Vector3(-1, 0, 0);
|
|
AAfacenormals[3] = new Vector3(0, -1, 0);
|
|
AAfacenormals[4] = new Vector3(0, 0, 1);
|
|
AAfacenormals[5] = new Vector3(0, 0, -1);
|
|
|
|
Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B
|
|
Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C
|
|
Vector3 cross = new Vector3();
|
|
|
|
Vector3 pos = GetWorldPosition();
|
|
Quaternion rot = GetWorldRotation();
|
|
|
|
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
|
|
|
|
Quaternion AXrot = rot;
|
|
AXrot.Normalize();
|
|
|
|
Vector3 AXpos = pos;
|
|
|
|
// tScale is the offset to derive the vertex based on the scale.
|
|
// it's different for each vertex because we've got to rotate it
|
|
// to get the world position of the vertex to produce the Oriented Bounding Box
|
|
|
|
Vector3 tScale = Vector3.Zero;
|
|
|
|
Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f);
|
|
|
|
//Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale));
|
|
//Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1));
|
|
|
|
// rScale is the rotated offset to find a vertex based on the scale and the world rotation.
|
|
Vector3 rScale = new Vector3();
|
|
|
|
// Get Vertexes for Faces Stick them into ABCD for each Face
|
|
// Form: Face<vertex>[face] that corresponds to the below diagram
|
|
#region ABCD Face Vertex Map Comment Diagram
|
|
// A _________ B
|
|
// | |
|
|
// | 4 top |
|
|
// |_________|
|
|
// C D
|
|
|
|
// A _________ B
|
|
// | Back |
|
|
// | 3 |
|
|
// |_________|
|
|
// C D
|
|
|
|
// A _________ B B _________ A
|
|
// | Left | | Right |
|
|
// | 0 | | 2 |
|
|
// |_________| |_________|
|
|
// C D D C
|
|
|
|
// A _________ B
|
|
// | Front |
|
|
// | 1 |
|
|
// |_________|
|
|
// C D
|
|
|
|
// C _________ D
|
|
// | |
|
|
// | 5 bot |
|
|
// |_________|
|
|
// A B
|
|
#endregion
|
|
|
|
#region Plane Decomposition of Oriented Bounding Box
|
|
tScale = new Vector3(AXscale.X, -AXscale.Y, AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[0] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
// vertexes[0].X = pos.X + vertexes[0].X;
|
|
//vertexes[0].Y = pos.Y + vertexes[0].Y;
|
|
//vertexes[0].Z = pos.Z + vertexes[0].Z;
|
|
|
|
FaceA[0] = vertexes[0];
|
|
FaceB[3] = vertexes[0];
|
|
FaceA[4] = vertexes[0];
|
|
|
|
tScale = AXscale;
|
|
rScale = tScale * AXrot;
|
|
vertexes[1] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
// vertexes[1].X = pos.X + vertexes[1].X;
|
|
// vertexes[1].Y = pos.Y + vertexes[1].Y;
|
|
//vertexes[1].Z = pos.Z + vertexes[1].Z;
|
|
|
|
FaceB[0] = vertexes[1];
|
|
FaceA[1] = vertexes[1];
|
|
FaceC[4] = vertexes[1];
|
|
|
|
tScale = new Vector3(AXscale.X, -AXscale.Y, -AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
|
|
vertexes[2] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
//vertexes[2].X = pos.X + vertexes[2].X;
|
|
//vertexes[2].Y = pos.Y + vertexes[2].Y;
|
|
//vertexes[2].Z = pos.Z + vertexes[2].Z;
|
|
|
|
FaceC[0] = vertexes[2];
|
|
FaceD[3] = vertexes[2];
|
|
FaceC[5] = vertexes[2];
|
|
|
|
tScale = new Vector3(AXscale.X, AXscale.Y, -AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[3] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
//vertexes[3].X = pos.X + vertexes[3].X;
|
|
// vertexes[3].Y = pos.Y + vertexes[3].Y;
|
|
// vertexes[3].Z = pos.Z + vertexes[3].Z;
|
|
|
|
FaceD[0] = vertexes[3];
|
|
FaceC[1] = vertexes[3];
|
|
FaceA[5] = vertexes[3];
|
|
|
|
tScale = new Vector3(-AXscale.X, AXscale.Y, AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[4] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
// vertexes[4].X = pos.X + vertexes[4].X;
|
|
// vertexes[4].Y = pos.Y + vertexes[4].Y;
|
|
// vertexes[4].Z = pos.Z + vertexes[4].Z;
|
|
|
|
FaceB[1] = vertexes[4];
|
|
FaceA[2] = vertexes[4];
|
|
FaceD[4] = vertexes[4];
|
|
|
|
tScale = new Vector3(-AXscale.X, AXscale.Y, -AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[5] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
// vertexes[5].X = pos.X + vertexes[5].X;
|
|
// vertexes[5].Y = pos.Y + vertexes[5].Y;
|
|
// vertexes[5].Z = pos.Z + vertexes[5].Z;
|
|
|
|
FaceD[1] = vertexes[5];
|
|
FaceC[2] = vertexes[5];
|
|
FaceB[5] = vertexes[5];
|
|
|
|
tScale = new Vector3(-AXscale.X, -AXscale.Y, AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[6] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
// vertexes[6].X = pos.X + vertexes[6].X;
|
|
// vertexes[6].Y = pos.Y + vertexes[6].Y;
|
|
// vertexes[6].Z = pos.Z + vertexes[6].Z;
|
|
|
|
FaceB[2] = vertexes[6];
|
|
FaceA[3] = vertexes[6];
|
|
FaceB[4] = vertexes[6];
|
|
|
|
tScale = new Vector3(-AXscale.X, -AXscale.Y, -AXscale.Z);
|
|
rScale = tScale * AXrot;
|
|
vertexes[7] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
|
|
|
|
// vertexes[7].X = pos.X + vertexes[7].X;
|
|
// vertexes[7].Y = pos.Y + vertexes[7].Y;
|
|
// vertexes[7].Z = pos.Z + vertexes[7].Z;
|
|
|
|
FaceD[2] = vertexes[7];
|
|
FaceC[3] = vertexes[7];
|
|
FaceD[5] = vertexes[7];
|
|
#endregion
|
|
|
|
// Get our plane normals
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
//m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]);
|
|
|
|
// Our Plane direction
|
|
AmBa = FaceA[i] - FaceB[i];
|
|
AmBb = FaceB[i] - FaceC[i];
|
|
|
|
cross = Vector3.Cross(AmBb, AmBa);
|
|
|
|
// normalize the cross product to get the normal.
|
|
normals[i] = cross / cross.Length();
|
|
|
|
//m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString());
|
|
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
|
|
}
|
|
|
|
EntityIntersection result = new EntityIntersection();
|
|
|
|
result.distance = 1024;
|
|
float c = 0;
|
|
float a = 0;
|
|
float d = 0;
|
|
Vector3 q = new Vector3();
|
|
|
|
#region OBB Version 2 Experiment
|
|
//float fmin = 999999;
|
|
//float fmax = -999999;
|
|
//float s = 0;
|
|
|
|
//for (int i=0;i<6;i++)
|
|
//{
|
|
//s = iray.Direction.Dot(normals[i]);
|
|
//d = normals[i].Dot(FaceB[i]);
|
|
|
|
//if (s == 0)
|
|
//{
|
|
//if (iray.Origin.Dot(normals[i]) > d)
|
|
//{
|
|
//return result;
|
|
//}
|
|
// else
|
|
//{
|
|
//continue;
|
|
//}
|
|
//}
|
|
//a = (d - iray.Origin.Dot(normals[i])) / s;
|
|
//if (iray.Direction.Dot(normals[i]) < 0)
|
|
//{
|
|
//if (a > fmax)
|
|
//{
|
|
//if (a > fmin)
|
|
//{
|
|
//return result;
|
|
//}
|
|
//fmax = a;
|
|
//}
|
|
|
|
//}
|
|
//else
|
|
//{
|
|
//if (a < fmin)
|
|
//{
|
|
//if (a < 0 || a < fmax)
|
|
//{
|
|
//return result;
|
|
//}
|
|
//fmin = a;
|
|
//}
|
|
//}
|
|
//}
|
|
//if (fmax > 0)
|
|
// a= fmax;
|
|
//else
|
|
// a=fmin;
|
|
|
|
//q = iray.Origin + a * iray.Direction;
|
|
#endregion
|
|
|
|
// Loop over faces (6 of them)
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
AmBa = FaceA[i] - FaceB[i];
|
|
AmBb = FaceB[i] - FaceC[i];
|
|
d = Vector3.Dot(normals[i], FaceB[i]);
|
|
|
|
//if (faceCenters)
|
|
//{
|
|
// c = normals[i].Dot(normals[i]);
|
|
//}
|
|
//else
|
|
//{
|
|
c = Vector3.Dot(iray.Direction, normals[i]);
|
|
//}
|
|
if (c == 0)
|
|
continue;
|
|
|
|
a = (d - Vector3.Dot(iray.Origin, normals[i])) / c;
|
|
|
|
if (a < 0)
|
|
continue;
|
|
|
|
// If the normal is pointing outside the object
|
|
if (Vector3.Dot(iray.Direction, normals[i]) < 0 || !frontFacesOnly)
|
|
{
|
|
//if (faceCenters)
|
|
//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
|
|
// q = iray.Origin + a * normals[i];
|
|
//}
|
|
//else
|
|
//{
|
|
q = iray.Origin + iray.Direction * a;
|
|
//}
|
|
|
|
float distance2 = (float)GetDistanceTo(q, AXpos);
|
|
// Is this the closest hit to the object's origin?
|
|
//if (faceCenters)
|
|
//{
|
|
// distance2 = (float)GetDistanceTo(q, iray.Origin);
|
|
//}
|
|
|
|
if (distance2 < result.distance)
|
|
{
|
|
result.distance = distance2;
|
|
result.HitTF = true;
|
|
result.ipoint = q;
|
|
//m_log.Info("[FACE]:" + i.ToString());
|
|
//m_log.Info("[POINT]: " + q.ToString());
|
|
//m_log.Info("[DIST]: " + distance2.ToString());
|
|
if (faceCenters)
|
|
{
|
|
result.normal = AAfacenormals[i] * AXrot;
|
|
|
|
Vector3 scaleComponent = AAfacenormals[i];
|
|
float ScaleOffset = 0.5f;
|
|
if (scaleComponent.X != 0) ScaleOffset = AXscale.X;
|
|
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
|
|
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
|
|
ScaleOffset = Math.Abs(ScaleOffset);
|
|
Vector3 offset = result.normal * ScaleOffset;
|
|
result.ipoint = AXpos + offset;
|
|
|
|
///pos = (intersectionpoint + offset);
|
|
}
|
|
else
|
|
{
|
|
result.normal = normals[i];
|
|
}
|
|
result.AAfaceNormal = AAfacenormals[i];
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialize this part to xml.
|
|
/// </summary>
|
|
/// <param name="xmlWriter"></param>
|
|
public void ToXml(XmlTextWriter xmlWriter)
|
|
{
|
|
SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
|
|
}
|
|
|
|
public void TriggerScriptChangedEvent(Changed val)
|
|
{
|
|
if (ParentGroup != null && ParentGroup.Scene != null)
|
|
ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
|
|
}
|
|
|
|
public void TrimPermissions()
|
|
{
|
|
BaseMask &= (uint)PermissionMask.All;
|
|
OwnerMask &= (uint)PermissionMask.All;
|
|
GroupMask &= (uint)PermissionMask.All;
|
|
EveryoneMask &= (uint)PermissionMask.All;
|
|
NextOwnerMask &= (uint)PermissionMask.All;
|
|
}
|
|
|
|
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
|
|
{
|
|
m_shape.ReadInUpdateExtraParam(type, inUse, data);
|
|
|
|
if (type == 0x30)
|
|
{
|
|
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
|
|
{
|
|
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
|
|
}
|
|
}
|
|
|
|
if (ParentGroup != null)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
public void UpdateGroupPosition(Vector3 pos)
|
|
{
|
|
if ((pos.X != GroupPosition.X) ||
|
|
(pos.Y != GroupPosition.Y) ||
|
|
(pos.Z != GroupPosition.Z))
|
|
{
|
|
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
|
|
GroupPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateOffSet(Vector3 pos)
|
|
{
|
|
if ((pos.X != OffsetPosition.X) ||
|
|
(pos.Y != OffsetPosition.Y) ||
|
|
(pos.Z != OffsetPosition.Z))
|
|
{
|
|
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
|
|
|
|
if (ParentGroup.RootPart.GetStatusSandbox())
|
|
{
|
|
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
|
|
{
|
|
ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
|
|
newPos = OffsetPosition;
|
|
ParentGroup.Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
|
|
ChatTypeEnum.DebugChannel, 0x7FFFFFFF, ParentGroup.RootPart.AbsolutePosition, Name, UUID, false);
|
|
}
|
|
}
|
|
|
|
OffsetPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG
|
|
/// will handle the client notifications once all of its parts are updated.
|
|
/// </summary>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="field"></param>
|
|
/// <param name="localID"></param>
|
|
/// <param name="mask"></param>
|
|
/// <param name="addRemTF"></param>
|
|
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
|
|
{
|
|
bool set = addRemTF == 1;
|
|
bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
|
|
|
|
uint baseMask = BaseMask;
|
|
if (god)
|
|
baseMask = 0x7ffffff0;
|
|
|
|
// Are we the owner?
|
|
if ((AgentID == OwnerID) || god)
|
|
{
|
|
switch (field)
|
|
{
|
|
case 1:
|
|
if (god)
|
|
{
|
|
BaseMask = ApplyMask(BaseMask, set, mask);
|
|
Inventory.ApplyGodPermissions(_baseMask);
|
|
}
|
|
|
|
break;
|
|
case 2:
|
|
OwnerMask = ApplyMask(OwnerMask, set, mask) &
|
|
baseMask;
|
|
break;
|
|
case 4:
|
|
GroupMask = ApplyMask(GroupMask, set, mask) &
|
|
baseMask;
|
|
break;
|
|
case 8:
|
|
EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
|
|
baseMask;
|
|
break;
|
|
case 16:
|
|
NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
|
|
baseMask;
|
|
// Prevent the client from creating no mod, no copy
|
|
// objects
|
|
if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
|
|
NextOwnerMask |= (uint)PermissionMask.Transfer;
|
|
|
|
NextOwnerMask |= (uint)PermissionMask.Move;
|
|
|
|
break;
|
|
}
|
|
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
|
|
public void ClonePermissions(SceneObjectPart source)
|
|
{
|
|
bool update = false;
|
|
|
|
if (BaseMask != source.BaseMask ||
|
|
OwnerMask != source.OwnerMask ||
|
|
GroupMask != source.GroupMask ||
|
|
EveryoneMask != source.EveryoneMask ||
|
|
NextOwnerMask != source.NextOwnerMask)
|
|
update = true;
|
|
|
|
BaseMask = source.BaseMask;
|
|
OwnerMask = source.OwnerMask;
|
|
GroupMask = source.GroupMask;
|
|
EveryoneMask = source.EveryoneMask;
|
|
NextOwnerMask = source.NextOwnerMask;
|
|
|
|
if (update)
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
|
|
public bool IsHingeJoint()
|
|
{
|
|
// For now, we use the NINJA naming scheme for identifying joints.
|
|
// In the future, we can support other joint specification schemes such as a
|
|
// custom checkbox in the viewer GUI.
|
|
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
string hingeString = "hingejoint";
|
|
return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool IsBallJoint()
|
|
{
|
|
// For now, we use the NINJA naming scheme for identifying joints.
|
|
// In the future, we can support other joint specification schemes such as a
|
|
// custom checkbox in the viewer GUI.
|
|
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
string ballString = "balljoint";
|
|
return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool IsJoint()
|
|
{
|
|
// For now, we use the NINJA naming scheme for identifying joints.
|
|
// In the future, we can support other joint specification schemes such as a
|
|
// custom checkbox in the viewer GUI.
|
|
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
return IsHingeJoint() || IsBallJoint();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
|
|
/// </summary>
|
|
/// <param name="UsePhysics"></param>
|
|
/// <param name="SetTemporary"></param>
|
|
/// <param name="SetPhantom"></param>
|
|
/// <param name="SetVD"></param>
|
|
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
|
|
{
|
|
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
|
|
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
|
|
bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
|
|
bool wasVD = VolumeDetectActive;
|
|
|
|
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
|
|
return;
|
|
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
// Special cases for VD. VD can only be called from a script
|
|
// and can't be combined with changes to other states. So we can rely
|
|
// that...
|
|
// ... if VD is changed, all others are not.
|
|
// ... if one of the others is changed, VD is not.
|
|
if (SetVD) // VD is active, special logic applies
|
|
{
|
|
// State machine logic for VolumeDetect
|
|
// More logic below
|
|
bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
|
|
|
|
if (phanReset) // Phantom changes from on to off switch VD off too
|
|
{
|
|
SetVD = false; // Switch it of for the course of this routine
|
|
VolumeDetectActive = false; // and also permanently
|
|
|
|
if (pa != null)
|
|
pa.SetVolumeDetect(0); // Let physics know about it too
|
|
}
|
|
else
|
|
{
|
|
// If volumedetect is active we don't want phantom to be applied.
|
|
// If this is a new call to VD out of the state "phantom"
|
|
// this will also cause the prim to be visible to physics
|
|
SetPhantom = false;
|
|
}
|
|
}
|
|
|
|
if (UsePhysics && IsJoint())
|
|
{
|
|
SetPhantom = true;
|
|
}
|
|
|
|
if (UsePhysics)
|
|
{
|
|
AddFlag(PrimFlags.Physics);
|
|
if (!wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
|
|
if (!ParentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
{
|
|
ParentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(PrimFlags.Physics);
|
|
if (wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
}
|
|
}
|
|
|
|
if (SetPhantom
|
|
|| ParentGroup.IsAttachment
|
|
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
|
|
{
|
|
AddFlag(PrimFlags.Phantom);
|
|
|
|
if (PhysActor != null)
|
|
{
|
|
RemoveFromPhysics();
|
|
pa = null;
|
|
}
|
|
}
|
|
else // Not phantom
|
|
{
|
|
RemFlag(PrimFlags.Phantom);
|
|
|
|
if (ParentGroup.Scene == null)
|
|
return;
|
|
|
|
if (ParentGroup.Scene.CollidablePrims && pa == null)
|
|
{
|
|
pa = AddToPhysics(UsePhysics);
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.SetMaterial(Material);
|
|
DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
|
|
if (!ParentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
{
|
|
ParentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
|
|
if (
|
|
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
|
(CollisionSound != UUID.Zero)
|
|
)
|
|
{
|
|
pa.OnCollisionUpdate += PhysicsCollision;
|
|
pa.SubscribeEvents(1000);
|
|
}
|
|
}
|
|
}
|
|
else // it already has a physical representation
|
|
{
|
|
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
|
|
|
if (!ParentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
{
|
|
ParentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SetVD)
|
|
{
|
|
// If the above logic worked (this is urgent candidate to unit tests!)
|
|
// we now have a physicsactor.
|
|
// Defensive programming calls for a check here.
|
|
// Better would be throwing an exception that could be catched by a unit test as the internal
|
|
// logic should make sure, this Physactor is always here.
|
|
if (pa != null)
|
|
{
|
|
pa.SetVolumeDetect(1);
|
|
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
|
VolumeDetectActive = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
|
// (mumbles, well, at least if you have infinte CPU powers :-))
|
|
if (pa != null)
|
|
pa.SetVolumeDetect(0);
|
|
|
|
VolumeDetectActive = false;
|
|
}
|
|
|
|
if (SetTemporary)
|
|
{
|
|
AddFlag(PrimFlags.TemporaryOnRez);
|
|
}
|
|
else
|
|
{
|
|
RemFlag(PrimFlags.TemporaryOnRez);
|
|
}
|
|
|
|
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
|
|
|
if (ParentGroup != null)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds this part to the physics scene.
|
|
/// </summary>
|
|
/// <remarks>This method also sets the PhysActor property.</remarks>
|
|
/// <param name="rigidBody">Add this prim with a rigid body.</param>
|
|
/// <returns>
|
|
/// The physics actor. null if there was a failure.
|
|
/// </returns>
|
|
private PhysicsActor AddToPhysics(bool rigidBody)
|
|
{
|
|
PhysicsActor pa;
|
|
|
|
try
|
|
{
|
|
pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
string.Format("{0}/{1}", Name, UUID),
|
|
Shape,
|
|
AbsolutePosition,
|
|
Scale,
|
|
RotationOffset,
|
|
rigidBody,
|
|
m_localId);
|
|
}
|
|
catch
|
|
{
|
|
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
|
|
pa = null;
|
|
}
|
|
|
|
// FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
|
|
// properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
|
|
// being set.
|
|
PhysActor = pa;
|
|
|
|
// Basic Physics can also return null as well as an exception catch.
|
|
if (pa != null)
|
|
{
|
|
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
|
|
pa.SetMaterial(Material);
|
|
DoPhysicsPropertyUpdate(rigidBody, true);
|
|
}
|
|
|
|
return pa;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This removes the part from the physics scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This isn't the same as turning off physical, since even without being physical the prim has a physics
|
|
/// representation for collision detection. Rather, this would be used in situations such as making a prim
|
|
/// phantom.
|
|
/// </remarks>
|
|
public void RemoveFromPhysics()
|
|
{
|
|
ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
PhysActor = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates the part's rotation and sends out an update to clients if necessary.
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
public void UpdateRotation(Quaternion rot)
|
|
{
|
|
if (rot != RotationOffset)
|
|
{
|
|
RotationOffset = rot;
|
|
|
|
if (ParentGroup != null)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the shape of this part.
|
|
/// </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;
|
|
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.Shape = m_shape;
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
|
|
// This is what makes vehicle trailers work
|
|
// A script in a child prim re-issues
|
|
// llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
|
|
// prevents autoreturn. This is not well known. It also works
|
|
// in SL.
|
|
//
|
|
if (ParentGroup.RootPart != this)
|
|
ParentGroup.RootPart.Rezzed = DateTime.UtcNow;
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
TriggerScriptChangedEvent(Changed.SHAPE);
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void UpdateSlice(float begin, float end)
|
|
{
|
|
if (end < begin)
|
|
{
|
|
float temp = begin;
|
|
begin = end;
|
|
end = temp;
|
|
}
|
|
end = Math.Min(1f, Math.Max(0f, end));
|
|
begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
|
|
if (begin < 0.02f && end < 0.02f)
|
|
{
|
|
begin = 0f;
|
|
end = 0.02f;
|
|
}
|
|
|
|
ushort uBegin = (ushort)(50000.0 * begin);
|
|
ushort uEnd = (ushort)(50000.0 * (1f - end));
|
|
bool updatePossiblyNeeded = false;
|
|
PrimType primType = GetPrimType();
|
|
if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
|
|
{
|
|
if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
|
|
{
|
|
m_shape.ProfileBegin = uBegin;
|
|
m_shape.ProfileEnd = uEnd;
|
|
updatePossiblyNeeded = true;
|
|
}
|
|
}
|
|
else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
|
|
{
|
|
m_shape.PathBegin = uBegin;
|
|
m_shape.PathEnd = uEnd;
|
|
updatePossiblyNeeded = true;
|
|
}
|
|
|
|
if (updatePossiblyNeeded && ParentGroup != null)
|
|
{
|
|
ParentGroup.HasGroupChanged = true;
|
|
}
|
|
if (updatePossiblyNeeded && PhysActor != null)
|
|
{
|
|
PhysActor.Shape = m_shape;
|
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
if (updatePossiblyNeeded)
|
|
{
|
|
ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
|
|
/// engine can use it.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
|
/// </remarks>
|
|
public void CheckSculptAndLoad()
|
|
{
|
|
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
|
|
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
|
|
return;
|
|
|
|
if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
|
|
{
|
|
// check if a previously decoded sculpt map has been cached
|
|
// We don't read the file here - the meshmerizer will do that later.
|
|
// TODO: Could we simplify the meshmerizer code by reading and setting the data here?
|
|
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
|
|
{
|
|
SculptTextureCallback(null);
|
|
}
|
|
else
|
|
{
|
|
ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the texture entry for this part.
|
|
/// </summary>
|
|
/// <param name="serializedTextureEntry"></param>
|
|
public void UpdateTextureEntry(byte[] serializedTextureEntry)
|
|
{
|
|
UpdateTextureEntry(new Primitive.TextureEntry(serializedTextureEntry, 0, serializedTextureEntry.Length));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the texture entry for this part.
|
|
/// </summary>
|
|
/// <param name="newTex"></param>
|
|
public void UpdateTextureEntry(Primitive.TextureEntry newTex)
|
|
{
|
|
Primitive.TextureEntry oldTex = Shape.Textures;
|
|
|
|
Changed changeFlags = 0;
|
|
|
|
for (int i = 0 ; i < GetNumberOfSides(); i++)
|
|
{
|
|
Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
|
|
Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
|
|
|
|
if (oldTex.FaceTextures[i] != null)
|
|
oldFace = oldTex.FaceTextures[i];
|
|
if (newTex.FaceTextures[i] != null)
|
|
newFace = newTex.FaceTextures[i];
|
|
|
|
Color4 oldRGBA = oldFace.RGBA;
|
|
Color4 newRGBA = newFace.RGBA;
|
|
|
|
if (oldRGBA.R != newRGBA.R ||
|
|
oldRGBA.G != newRGBA.G ||
|
|
oldRGBA.B != newRGBA.B ||
|
|
oldRGBA.A != newRGBA.A)
|
|
changeFlags |= Changed.COLOR;
|
|
|
|
if (oldFace.TextureID != newFace.TextureID)
|
|
changeFlags |= Changed.TEXTURE;
|
|
|
|
// Max change, skip the rest of testing
|
|
if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
|
|
break;
|
|
}
|
|
|
|
m_shape.TextureEntry = newTex.GetBytes();
|
|
if (changeFlags != 0)
|
|
TriggerScriptChangedEvent(changeFlags);
|
|
UpdateFlag = UpdateRequired.FULL;
|
|
ParentGroup.HasGroupChanged = true;
|
|
|
|
//This is madness..
|
|
//ParentGroup.ScheduleGroupForFullUpdate();
|
|
//This is sparta
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void aggregateScriptEvents()
|
|
{
|
|
if (ParentGroup == null || ParentGroup.RootPart == null)
|
|
return;
|
|
|
|
AggregateScriptEvents = 0;
|
|
|
|
// Aggregate script events
|
|
lock (m_scriptEvents)
|
|
{
|
|
foreach (scriptEvents s in m_scriptEvents.Values)
|
|
{
|
|
AggregateScriptEvents |= s;
|
|
}
|
|
}
|
|
|
|
uint objectflagupdate = 0;
|
|
|
|
if (
|
|
((AggregateScriptEvents & scriptEvents.touch) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.touch_start) != 0)
|
|
)
|
|
{
|
|
objectflagupdate |= (uint) PrimFlags.Touch;
|
|
}
|
|
|
|
if ((AggregateScriptEvents & scriptEvents.money) != 0)
|
|
{
|
|
objectflagupdate |= (uint) PrimFlags.Money;
|
|
}
|
|
|
|
if (AllowedDrop)
|
|
{
|
|
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
|
|
}
|
|
|
|
PhysicsActor pa = PhysActor;
|
|
|
|
if (
|
|
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
|
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
|
(CollisionSound != UUID.Zero)
|
|
)
|
|
{
|
|
// subscribe to physics updates.
|
|
if (pa != null)
|
|
{
|
|
pa.OnCollisionUpdate += PhysicsCollision;
|
|
pa.SubscribeEvents(1000);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pa != null)
|
|
{
|
|
pa.UnSubscribeEvents();
|
|
pa.OnCollisionUpdate -= PhysicsCollision;
|
|
}
|
|
}
|
|
|
|
//if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
|
|
//{
|
|
// ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
|
|
//}
|
|
//else
|
|
//{
|
|
// ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
|
|
//}
|
|
|
|
LocalFlags = (PrimFlags)objectflagupdate;
|
|
|
|
if (ParentGroup != null && ParentGroup.RootPart == this)
|
|
{
|
|
ParentGroup.aggregateScriptEvents();
|
|
}
|
|
else
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
|
|
ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
public void SetCameraAtOffset(Vector3 v)
|
|
{
|
|
m_cameraAtOffset = v;
|
|
}
|
|
|
|
public void SetCameraEyeOffset(Vector3 v)
|
|
{
|
|
m_cameraEyeOffset = v;
|
|
}
|
|
|
|
public void SetForceMouselook(bool force)
|
|
{
|
|
m_forceMouselook = force;
|
|
}
|
|
|
|
public Vector3 GetCameraAtOffset()
|
|
{
|
|
return m_cameraAtOffset;
|
|
}
|
|
|
|
public Vector3 GetCameraEyeOffset()
|
|
{
|
|
return m_cameraEyeOffset;
|
|
}
|
|
|
|
public bool GetForceMouselook()
|
|
{
|
|
return m_forceMouselook;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
|
|
}
|
|
|
|
#endregion Public Methods
|
|
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
if (ParentGroup.IsAttachment
|
|
&& (ParentGroup.RootPart != this
|
|
|| ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
|
|
return;
|
|
|
|
// Causes this thread to dig into the Client Thread Data.
|
|
// Remember your locking here!
|
|
remoteClient.SendEntityUpdate(
|
|
this,
|
|
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
|
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
|
|
|
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
|
|
}
|
|
|
|
public void AddScriptLPS(int count)
|
|
{
|
|
ParentGroup.AddScriptLPS(count);
|
|
}
|
|
|
|
public void ApplyNextOwnerPermissions()
|
|
{
|
|
BaseMask &= NextOwnerMask;
|
|
OwnerMask &= NextOwnerMask;
|
|
EveryoneMask &= NextOwnerMask;
|
|
|
|
Inventory.ApplyNextOwnerPermissions();
|
|
}
|
|
|
|
public void UpdateLookAt()
|
|
{
|
|
try
|
|
{
|
|
if (APIDTarget != Quaternion.Identity)
|
|
{
|
|
if (m_APIDIterations <= 1)
|
|
{
|
|
UpdateRotation(APIDTarget);
|
|
APIDTarget = Quaternion.Identity;
|
|
return;
|
|
}
|
|
|
|
Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
|
|
UpdateRotation(rot);
|
|
|
|
m_APIDIterations--;
|
|
|
|
// This ensures that we'll check this object on the next iteration
|
|
ParentGroup.QueueForUpdateCheck();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[Physics] " + ex);
|
|
}
|
|
}
|
|
|
|
public Color4 GetTextColor()
|
|
{
|
|
Color color = Color;
|
|
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Record an avatar sitting on this part.
|
|
/// </summary>
|
|
/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
|
|
/// <returns>
|
|
/// true if the avatar was not already recorded, false otherwise.
|
|
/// </returns>
|
|
/// <param name='avatarId'></param>
|
|
protected internal bool AddSittingAvatar(UUID avatarId)
|
|
{
|
|
if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
|
|
SitTargetAvatar = avatarId;
|
|
|
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
|
|
|
if (sittingAvatars == null)
|
|
sittingAvatars = new HashSet<UUID>();
|
|
|
|
lock (sittingAvatars)
|
|
{
|
|
m_sittingAvatars = sittingAvatars;
|
|
return m_sittingAvatars.Add(avatarId);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an avatar recorded as sitting on this part.
|
|
/// </summary>
|
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
|
/// <returns>
|
|
/// true if the avatar was present and removed, false if it was not present.
|
|
/// </returns>
|
|
/// <param name='avatarId'></param>
|
|
protected internal bool RemoveSittingAvatar(UUID avatarId)
|
|
{
|
|
if (SitTargetAvatar == avatarId)
|
|
SitTargetAvatar = UUID.Zero;
|
|
|
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
|
|
|
// This can occur under a race condition where another thread
|
|
if (sittingAvatars == null)
|
|
return false;
|
|
|
|
lock (sittingAvatars)
|
|
{
|
|
if (sittingAvatars.Remove(avatarId))
|
|
{
|
|
if (sittingAvatars.Count == 0)
|
|
m_sittingAvatars = null;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a copy of the list of sitting avatars.
|
|
/// </summary>
|
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
|
/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
|
|
public HashSet<UUID> GetSittingAvatars()
|
|
{
|
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
|
|
|
if (sittingAvatars == null)
|
|
{
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
lock (sittingAvatars)
|
|
return new HashSet<UUID>(sittingAvatars);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of sitting avatars.
|
|
/// </summary>
|
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
|
/// <returns></returns>
|
|
public int GetSittingAvatarsCount()
|
|
{
|
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
|
|
|
if (sittingAvatars == null)
|
|
return 0;
|
|
|
|
lock (sittingAvatars)
|
|
return sittingAvatars.Count;
|
|
}
|
|
}
|
|
}
|