1704 lines
58 KiB
C#
1704 lines
58 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 OpenSim 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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*/
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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.Xml;
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using System.Xml.Serialization;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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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 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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}
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public partial class SceneObjectPart : IScriptHost
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{
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private const PermissionMask OBJFULL_MASK_GENERAL =
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PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Move;
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private const PermissionMask OBJFULL_MASK_OWNER =
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PermissionMask.Copy | PermissionMask.Modify |
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PermissionMask.Transfer;
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private const uint OBJNEXT_OWNER = 2147483647;
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private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
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private const uint FULL_MASK_PERMISSIONS_OWNER = 2147483647;
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[XmlIgnore] public PhysicsActor PhysActor = null;
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public LLUUID LastOwnerID;
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public LLUUID OwnerID;
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public LLUUID GroupID;
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public int OwnershipCost;
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public byte ObjectSaleType;
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public int SalePrice;
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public uint Category;
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public Int32 CreationDate;
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public uint ParentID = 0;
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private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0);
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private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
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private LLUUID m_SitTargetAvatar = LLUUID.Zero;
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//
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// Main grid has default permissions as follows
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//
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public uint OwnerMask =(uint) PermissionMask.All;
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public uint NextOwnerMask = OBJNEXT_OWNER;
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public uint GroupMask = (uint) PermissionMask.None;
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public uint EveryoneMask = (uint)PermissionMask.None;
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public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
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protected byte[] m_particleSystem = new byte[0];
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[XmlIgnore] public uint TimeStampFull = 0;
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[XmlIgnore] public uint TimeStampTerse = 0;
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[XmlIgnore] public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
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/// <summary>
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/// Only used internally to schedule client updates
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/// </summary>
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private byte m_updateFlag;
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#region Properties
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public LLUUID CreatorID;
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public LLUUID ObjectCreator
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{
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get { return CreatorID; }
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}
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protected LLUUID m_uuid;
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public LLUUID UUID
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{
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get { return m_uuid; }
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set { m_uuid = value; }
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}
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protected uint m_localID;
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public uint LocalID
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{
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get { return m_localID; }
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set { m_localID = value; }
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}
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protected string m_name;
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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 { m_name = value; }
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}
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protected LLObject.ObjectFlags m_flags = 0;
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public uint ObjectFlags
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{
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get { return (uint) m_flags; }
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set { m_flags = (LLObject.ObjectFlags) value; }
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}
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protected LLObject.MaterialType m_material = 0;
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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 { m_material = (LLObject.MaterialType) value; }
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}
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protected ulong m_regionHandle;
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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set { m_regionHandle = value; }
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}
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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 LLVector3 m_groupPosition;
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/// <summary>
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/// Method for a prim to get it's world position from the group.
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/// Remember, the Group Position simply gives the position of the group itself
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/// </summary>
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/// <returns>A Linked Child Prim objects position in world</returns>
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public LLVector3 GetWorldPosition()
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Vector3 axPos
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= new Vector3(
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OffsetPosition.X,
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OffsetPosition.Y,
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OffsetPosition.Z);
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axPos = parentRot * axPos;
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LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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return GroupPosition + translationOffsetPosition;
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//return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition);
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}
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/// <summary>
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/// Gets the rotation of this prim offset by the group rotation
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/// </summary>
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/// <returns></returns>
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public LLQuaternion GetWorldRotation()
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{
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Quaternion newRot;
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if (this.LinkNum == 0)
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{
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newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
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}
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else
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Quaternion oldRot
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= new Quaternion(
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RotationOffset.W,
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RotationOffset.X,
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RotationOffset.Y,
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RotationOffset.Z);
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newRot = parentRot * oldRot;
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}
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return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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//return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
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}
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public LLVector3 GroupPosition
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{
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get
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{
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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if (PhysActor != null && ParentID == 0)
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{
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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return m_groupPosition;
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}
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set
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{
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m_groupPosition = value;
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if (PhysActor != null)
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{
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try
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{
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// Root prim actually goes at Position
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if (ParentID == 0)
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{
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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else
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{
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// To move the child prim in respect to the group position and rotation we have to calculate
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LLVector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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LLQuaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
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}
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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}
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}
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protected LLVector3 m_offsetPosition;
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public LLVector3 OffsetPosition
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{
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get { return m_offsetPosition; }
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set { m_offsetPosition = value;
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try
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{
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// Hack to get the child prim to update world positions in the physics engine
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ParentGroup.ResetChildPrimPhysicsPositions();
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}
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catch (System.NullReferenceException)
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{
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// Ignore, and skip over.
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}
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//MainLog.Instance.Verbose("PART", "OFFSET:" + m_offsetPosition, ToString());
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}
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}
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public LLVector3 AbsolutePosition
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{
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get { return m_offsetPosition + m_groupPosition; }
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}
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protected LLQuaternion m_rotationOffset;
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public LLQuaternion RotationOffset
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{
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get
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{
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// We don't want the physics engine mucking up the rotations in a linkset
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if (PhysActor != null && ParentID == 0)
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{
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if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
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|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
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{
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m_rotationOffset.X = PhysActor.Orientation.x;
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m_rotationOffset.Y = PhysActor.Orientation.y;
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m_rotationOffset.Z = PhysActor.Orientation.z;
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m_rotationOffset.W = PhysActor.Orientation.w;
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}
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}
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return m_rotationOffset;
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}
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set
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{
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m_rotationOffset = value;
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if (PhysActor != null)
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{
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try
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{
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// Root prim gets value directly
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if (ParentID == 0)
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{
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PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
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//MainLog.Instance.Verbose("PART", "RO1:" + PhysActor.Orientation.ToString());
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}
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else
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{
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// Child prim we have to calculate it's world rotationwel
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LLQuaternion resultingrotation = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
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//MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString());
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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//}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.Message);
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}
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}
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}
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}
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protected LLVector3 m_velocity;
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protected LLVector3 m_rotationalvelocity;
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/// <summary></summary>
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public LLVector3 Velocity
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{
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get
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{
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//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
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//|| PhysActor.Velocity.z != 0)
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//{
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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m_velocity.X = PhysActor.Velocity.X;
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m_velocity.Y = PhysActor.Velocity.Y;
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m_velocity.Z = PhysActor.Velocity.Z;
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}
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}
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return m_velocity;
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}
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set { m_velocity = value; }
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}
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public LLVector3 RotationalVelocity
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{
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get
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{
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//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
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//|| PhysActor.Velocity.z != 0)
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//{
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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m_rotationalvelocity.X = PhysActor.RotationalVelocity.X;
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m_rotationalvelocity.Y = PhysActor.RotationalVelocity.Y;
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m_rotationalvelocity.Z = PhysActor.RotationalVelocity.Z;
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}
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}
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return m_rotationalvelocity;
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}
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set { m_rotationalvelocity = value; }
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}
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protected LLVector3 m_angularVelocity;
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/// <summary></summary>
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public LLVector3 AngularVelocity
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{
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get { return m_angularVelocity; }
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set { m_angularVelocity = value; }
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}
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protected LLVector3 m_acceleration;
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/// <summary></summary>
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public LLVector3 Acceleration
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{
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get { return m_acceleration; }
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set { m_acceleration = value; }
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}
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private string m_description = String.Empty;
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public string Description
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{
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get { return m_description; }
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set { m_description = value; }
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}
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private Color m_color = Color.Black;
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public Color Color
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{
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get { return m_color; }
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set
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{
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m_color = value;
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TriggerScriptChangedEvent(Changed.COLOR);
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/* ScheduleFullUpdate() need not be called b/c after
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* setting the color, the text will be set, so then
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* ScheduleFullUpdate() will be called. */
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//ScheduleFullUpdate();
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}
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}
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private string m_text = String.Empty;
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public Vector3 SitTargetPosition
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{
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get { return m_sitTargetPosition; }
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}
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public Quaternion SitTargetOrientation
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{
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get { return m_sitTargetOrientation; }
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}
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public string Text
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{
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get { return m_text; }
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set
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{
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m_text = value;
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ScheduleFullUpdate();
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}
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}
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private string m_sitName = String.Empty;
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public string SitName
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{
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get { return m_sitName; }
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set { m_sitName = value; }
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}
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private string m_touchName = String.Empty;
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public string TouchName
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{
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get { return m_touchName; }
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set { m_touchName = value; }
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}
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private int m_linkNum = 0;
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public int LinkNum
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{
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get { return m_linkNum; }
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set
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{
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m_linkNum = value;
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TriggerScriptChangedEvent(Changed.LINK);
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}
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}
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private byte m_clickAction = 0;
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public byte ClickAction
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{
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get { return m_clickAction; }
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set
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{
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m_clickAction = value;
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ScheduleFullUpdate();
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}
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}
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protected PrimitiveBaseShape m_shape;
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/// <summary>
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/// hook to the physics scene to apply impulse
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/// This is sent up to the group, which then finds the root prim
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/// and applies the force on the root prim of the group
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/// </summary>
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/// <param name="impulse">Vector force</param>
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public void ApplyImpulse(LLVector3 impulsei)
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{
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PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
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if (m_parentGroup != null)
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{
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m_parentGroup.applyImpulse(impulse);
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}
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}
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public void TriggerScriptChangedEvent(Changed val)
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{
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if (m_parentGroup != null)
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{
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if (m_parentGroup.Scene != null)
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m_parentGroup.Scene.TriggerObjectChanged(LocalID, (uint)val);
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}
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}
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public PrimitiveBaseShape Shape
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{
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get { return m_shape; }
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set
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{
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m_shape = value;
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TriggerScriptChangedEvent(Changed.SHAPE);
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}
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}
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public LLVector3 Scale
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{
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get { return m_shape.Scale; }
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set
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{
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m_shape.Scale = value;
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TriggerScriptChangedEvent(Changed.SCALE);
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}
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}
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public bool Stopped
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{
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get {
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double threshold = 0.02;
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return (Math.Abs(Velocity.X) < threshold &&
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Math.Abs(Velocity.Y) < threshold &&
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Math.Abs(Velocity.Z) < threshold &&
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Math.Abs(AngularVelocity.X) < threshold &&
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Math.Abs(AngularVelocity.Y) < threshold &&
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Math.Abs(AngularVelocity.Z) < threshold);
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}
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}
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#endregion
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|
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public LLUUID ObjectOwner
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{
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get { return OwnerID; }
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}
|
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|
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// FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
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protected SceneObjectGroup m_parentGroup;
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public SceneObjectGroup ParentGroup
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{
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get { return m_parentGroup; }
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}
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|
|
public byte UpdateFlag
|
|
{
|
|
get { return m_updateFlag; }
|
|
set { m_updateFlag = value; }
|
|
}
|
|
|
|
#region Constructors
|
|
|
|
/// <summary>
|
|
/// No arg constructor called by region restore db code
|
|
/// </summary>
|
|
public SceneObjectPart()
|
|
{
|
|
// It's not necessary to persist this
|
|
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
|
|
}
|
|
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
|
|
PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
|
|
: this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a completely new SceneObjectPart (prim)
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="parent"></param>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="localID"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="position"></param>
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
|
|
PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset,
|
|
LLVector3 offsetPosition)
|
|
{
|
|
m_name = "Primitive";
|
|
m_regionHandle = regionHandle;
|
|
m_parentGroup = parent;
|
|
|
|
CreationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
|
|
OwnerID = ownerID;
|
|
CreatorID = OwnerID;
|
|
LastOwnerID = LLUUID.Zero;
|
|
UUID = LLUUID.Random();
|
|
LocalID = (uint) (localID);
|
|
Shape = shape;
|
|
// Todo: Add More Object Parameter from above!
|
|
OwnershipCost = 0;
|
|
ObjectSaleType = (byte) 0;
|
|
SalePrice = 0;
|
|
Category = (uint) 0;
|
|
LastOwnerID = CreatorID;
|
|
// End Todo: ///
|
|
GroupPosition = groupPosition;
|
|
OffsetPosition = offsetPosition;
|
|
RotationOffset = rotationOffset;
|
|
Velocity = new LLVector3(0, 0, 0);
|
|
m_rotationalvelocity = new LLVector3(0, 0, 0);
|
|
AngularVelocity = new LLVector3(0, 0, 0);
|
|
Acceleration = new LLVector3(0, 0, 0);
|
|
|
|
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
|
|
m_folderID = LLUUID.Random();
|
|
|
|
m_flags = 0;
|
|
m_flags |= LLObject.ObjectFlags.Touch |
|
|
LLObject.ObjectFlags.AllowInventoryDrop |
|
|
LLObject.ObjectFlags.CreateSelected;
|
|
|
|
ApplySanePermissions();
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Re/create a SceneObjectPart (prim)
|
|
/// currently not used, and maybe won't be
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="parent"></param>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="localID"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="position"></param>
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, int creationDate, LLUUID ownerID,
|
|
LLUUID creatorID, LLUUID lastOwnerID, uint localID, PrimitiveBaseShape shape,
|
|
LLVector3 position, LLQuaternion rotation, uint flags)
|
|
{
|
|
m_regionHandle = regionHandle;
|
|
m_parentGroup = parent;
|
|
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
|
|
CreationDate = creationDate;
|
|
OwnerID = ownerID;
|
|
CreatorID = creatorID;
|
|
LastOwnerID = lastOwnerID;
|
|
UUID = LLUUID.Random();
|
|
LocalID = (uint) (localID);
|
|
Shape = shape;
|
|
OwnershipCost = 0;
|
|
ObjectSaleType = (byte) 0;
|
|
SalePrice = 0;
|
|
Category = (uint) 0;
|
|
LastOwnerID = CreatorID;
|
|
OffsetPosition = position;
|
|
RotationOffset = rotation;
|
|
ObjectFlags = flags;
|
|
|
|
ApplySanePermissions();
|
|
// ApplyPhysics();
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="xmlreader"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart FromXml(XmlReader xmlReader)
|
|
{
|
|
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
|
|
SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
|
|
return newobject;
|
|
}
|
|
|
|
public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
|
|
{
|
|
|
|
bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim);
|
|
bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
|
|
|
|
// Added clarification.. since A rigid body is an object that you can kick around, etc.
|
|
bool RigidBody = isPhysical && !isPhantom;
|
|
|
|
// The only time the physics scene shouldn't know about the prim is if it's phantom
|
|
if (!isPhantom)
|
|
{
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
RotationOffset.Y, RotationOffset.Z), RigidBody);
|
|
|
|
|
|
DoPhysicsPropertyUpdate(RigidBody, true);
|
|
}
|
|
}
|
|
|
|
public void ApplyNextOwnerPermissions()
|
|
{
|
|
BaseMask = NextOwnerMask;
|
|
OwnerMask = NextOwnerMask;
|
|
TriggerScriptChangedEvent(Changed.OWNER);
|
|
|
|
}
|
|
|
|
public void ApplySanePermissions()
|
|
{
|
|
// These are some flags that The OwnerMask should never have
|
|
|
|
|
|
// These are some flags that the next owner mask should never have
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
|
|
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
|
|
|
|
// These are some flags that the GroupMask should never have
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Physics;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Phantom;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Scripted;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Touch;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Temporary;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.Money;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
|
|
GroupMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
|
|
|
|
// These are some flags that EveryoneMask should never have
|
|
//EveryoneMask = (uint)OBJFULL_MASK_EVERYONE;
|
|
|
|
|
|
// These are some flags that ObjectFlags (m_flags) should never have
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectYouOfficer;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectCopy;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectModify;
|
|
ObjectFlags &= ~(uint) LLObject.ObjectFlags.ObjectMove;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="xmlWriter"></param>
|
|
public void ToXml(XmlWriter xmlWriter)
|
|
{
|
|
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
|
|
serializer.Serialize(xmlWriter, this);
|
|
}
|
|
|
|
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
|
|
{
|
|
// In this case we're using a sphere with a radius of the largest dimention of the prim
|
|
// TODO: Change to take shape into account
|
|
|
|
|
|
EntityIntersection returnresult = new EntityIntersection();
|
|
Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
|
|
|
|
Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
|
|
Quaternion qRotation =
|
|
new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
|
|
|
|
|
|
//Quaternion worldRotation = (qRotation*parentrot);
|
|
//Matrix3 worldRotM = worldRotation.ToRotationMatrix();
|
|
|
|
|
|
Vector3 rOrigin = iray.Origin;
|
|
Vector3 rDirection = iray.Direction;
|
|
|
|
|
|
|
|
//rDirection = rDirection.Normalize();
|
|
// Buidling the first part of the Quadratic equation
|
|
Vector3 r2ndDirection = rDirection*rDirection;
|
|
float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
|
|
|
|
// Buidling the second part of the Quadratic equation
|
|
Vector3 tmVal2 = rOrigin - vAbsolutePosition;
|
|
Vector3 r2Direction = rDirection*2.0f;
|
|
Vector3 tmVal3 = r2Direction*tmVal2;
|
|
|
|
float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
|
|
|
|
// Buidling the third part of the Quadratic equation
|
|
Vector3 tmVal4 = rOrigin*rOrigin;
|
|
Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
|
|
|
|
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
|
|
|
|
|
|
// Set Radius to the largest dimention of the prim
|
|
float radius = 0f;
|
|
if (vScale.x > radius)
|
|
radius = vScale.x;
|
|
if (vScale.y > radius)
|
|
radius = vScale.y;
|
|
if (vScale.z > radius)
|
|
radius = vScale.z;
|
|
|
|
//radius = radius;
|
|
|
|
float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -
|
|
(2.0f*(tmVal6.x + tmVal6.y + tmVal6.z + (radius*radius)));
|
|
|
|
// Yuk Quadradrics.. Solve first
|
|
float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
|
|
if (rootsqr < 0.0f)
|
|
{
|
|
// No intersection
|
|
return returnresult;
|
|
}
|
|
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
|
|
|
|
if (root < 0.0f)
|
|
{
|
|
// perform second quadratic root solution
|
|
root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
|
|
|
|
// is there any intersection?
|
|
if (root < 0.0f)
|
|
{
|
|
// nope, no intersection
|
|
return returnresult;
|
|
}
|
|
}
|
|
|
|
// We got an intersection. putting together an EntityIntersection object with the
|
|
// intersection information
|
|
Vector3 ipoint =
|
|
new Vector3(iray.Origin.x + (iray.Direction.x*root), iray.Origin.y + (iray.Direction.y*root),
|
|
iray.Origin.z + (iray.Direction.z*root));
|
|
|
|
returnresult.HitTF = true;
|
|
returnresult.ipoint = ipoint;
|
|
|
|
// Normal is calculated by the difference and then normalizing the result
|
|
Vector3 normalpart = ipoint - vAbsolutePosition;
|
|
returnresult.normal = normalpart.Normalize();
|
|
|
|
// It's funny how the LLVector3 object has a Distance function, but the Axiom.Math object doesnt.
|
|
// I can write a function to do it.. but I like the fact that this one is Static.
|
|
|
|
LLVector3 distanceConvert1 = new LLVector3(iray.Origin.x, iray.Origin.y, iray.Origin.z);
|
|
LLVector3 distanceConvert2 = new LLVector3(ipoint.x, ipoint.y, ipoint.z);
|
|
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
|
|
|
|
returnresult.distance = distance;
|
|
|
|
return returnresult;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SetParent(SceneObjectGroup parent)
|
|
{
|
|
m_parentGroup = parent;
|
|
}
|
|
|
|
public void SetSitTarget(Vector3 offset, Quaternion orientation)
|
|
{
|
|
m_sitTargetPosition = offset;
|
|
m_sitTargetOrientation = orientation;
|
|
}
|
|
|
|
public LLVector3 GetSitTargetPositionLL()
|
|
{
|
|
return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);
|
|
}
|
|
|
|
public LLQuaternion GetSitTargetOrientationLL()
|
|
{
|
|
return
|
|
new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,
|
|
m_sitTargetOrientation.w);
|
|
}
|
|
|
|
// Utility function so the databases don't have to reference axiom.math
|
|
public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
|
|
{
|
|
if (
|
|
!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
|
|
orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
|
|
{
|
|
m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
|
|
m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
|
|
}
|
|
}
|
|
|
|
public Vector3 GetSitTargetPosition()
|
|
{
|
|
return m_sitTargetPosition;
|
|
}
|
|
|
|
public Quaternion GetSitTargetOrientation()
|
|
{
|
|
return m_sitTargetOrientation;
|
|
}
|
|
|
|
public void SetAvatarOnSitTarget(LLUUID avatarID)
|
|
{
|
|
m_SitTargetAvatar = avatarID;
|
|
TriggerScriptChangedEvent(Changed.LINK);
|
|
}
|
|
|
|
public LLUUID GetAvatarOnSitTarget()
|
|
{
|
|
return m_SitTargetAvatar;
|
|
}
|
|
|
|
|
|
public LLUUID GetRootPartUUID()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
return m_parentGroup.UUID;
|
|
}
|
|
return LLUUID.Zero;
|
|
}
|
|
|
|
public static SceneObjectPart Create()
|
|
{
|
|
SceneObjectPart part = new SceneObjectPart();
|
|
part.UUID = LLUUID.Random();
|
|
|
|
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
|
|
part.Shape = shape;
|
|
|
|
part.Name = "Primitive";
|
|
part.OwnerID = LLUUID.Random();
|
|
|
|
return part;
|
|
}
|
|
|
|
#region Copying
|
|
|
|
/// <summary>
|
|
/// Duplicates this part.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum)
|
|
{
|
|
SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone();
|
|
dupe.m_shape = m_shape.Copy();
|
|
dupe.m_regionHandle = m_regionHandle;
|
|
dupe.UUID = LLUUID.Random();
|
|
dupe.LocalID = localID;
|
|
dupe.OwnerID = AgentID;
|
|
dupe.GroupID = GroupID;
|
|
dupe.GroupPosition = new LLVector3(GroupPosition.X, GroupPosition.Y, GroupPosition.Z);
|
|
dupe.OffsetPosition = new LLVector3(OffsetPosition.X, OffsetPosition.Y, OffsetPosition.Z);
|
|
dupe.RotationOffset =
|
|
new LLQuaternion(RotationOffset.X, RotationOffset.Y, RotationOffset.Z, RotationOffset.W);
|
|
dupe.Velocity = new LLVector3(0, 0, 0);
|
|
dupe.Acceleration = new LLVector3(0, 0, 0);
|
|
dupe.AngularVelocity = new LLVector3(0, 0, 0);
|
|
dupe.ObjectFlags = ObjectFlags;
|
|
|
|
dupe.OwnershipCost = OwnershipCost;
|
|
dupe.ObjectSaleType = ObjectSaleType;
|
|
dupe.SalePrice = SalePrice;
|
|
dupe.Category = Category;
|
|
|
|
dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone();
|
|
|
|
dupe.ResetIDs(linkNum);
|
|
|
|
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
|
|
dupe.LastOwnerID = ObjectOwner;
|
|
|
|
byte[] extraP = new byte[Shape.ExtraParams.Length];
|
|
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
|
dupe.Shape.ExtraParams = extraP;
|
|
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
|
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
|
|
return dupe;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and
|
|
/// generating new LLUUIDs for all the items in the inventory.
|
|
/// </summary>
|
|
/// <param name="linkNum'>Link number for the part</param>
|
|
public void ResetIDs(int linkNum)
|
|
{
|
|
UUID = LLUUID.Random();
|
|
LinkNum = linkNum;
|
|
|
|
ResetInventoryIDs();
|
|
}
|
|
|
|
#region Update Scheduling
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
private void ClearUpdateSchedule()
|
|
{
|
|
m_updateFlag = 0;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void ScheduleFullUpdate()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.HasPrimChanged = true;
|
|
}
|
|
TimeStampFull = (uint) Util.UnixTimeSinceEpoch();
|
|
m_updateFlag = 2;
|
|
}
|
|
|
|
public void AddFlag(LLObject.ObjectFlags flag)
|
|
{
|
|
LLObject.ObjectFlags prevflag = m_flags;
|
|
//uint objflags = m_flags;
|
|
if ((ObjectFlags & (uint) flag) == 0)
|
|
{
|
|
//Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString());
|
|
m_flags |= flag;
|
|
}
|
|
//uint currflag = (uint)m_flags;
|
|
//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
|
|
//ScheduleFullUpdate();
|
|
}
|
|
|
|
public void RemFlag(LLObject.ObjectFlags flag)
|
|
{
|
|
LLObject.ObjectFlags prevflag = m_flags;
|
|
if ((ObjectFlags & (uint) flag) != 0)
|
|
{
|
|
//Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString());
|
|
m_flags &= ~flag;
|
|
}
|
|
//System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
|
|
//ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void ScheduleTerseUpdate()
|
|
{
|
|
if (m_updateFlag < 1)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.HasPrimChanged = true;
|
|
}
|
|
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
|
|
m_updateFlag = 1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendScheduledUpdates()
|
|
{
|
|
if (m_updateFlag == 1) //some change has been made so update the clients
|
|
{
|
|
AddTerseUpdateToAllAvatars();
|
|
ClearUpdateSchedule();
|
|
|
|
// This causes the Scene to 'poll' physical objects every couple of frames
|
|
// bad, so it's been replaced by an event driven method.
|
|
//if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
|
|
//{
|
|
// Only send the constant terse updates on physical objects!
|
|
//ScheduleTerseUpdate();
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
|
|
{
|
|
AddFullUpdateToAllAvatars();
|
|
ClearUpdateSchedule();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Shape
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="shapeBlock"></param>
|
|
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
|
|
{
|
|
m_shape.PathBegin = shapeBlock.PathBegin;
|
|
m_shape.PathEnd = shapeBlock.PathEnd;
|
|
m_shape.PathScaleX = shapeBlock.PathScaleX;
|
|
m_shape.PathScaleY = shapeBlock.PathScaleY;
|
|
m_shape.PathShearX = shapeBlock.PathShearX;
|
|
m_shape.PathShearY = shapeBlock.PathShearY;
|
|
m_shape.PathSkew = shapeBlock.PathSkew;
|
|
m_shape.ProfileBegin = shapeBlock.ProfileBegin;
|
|
m_shape.ProfileEnd = shapeBlock.ProfileEnd;
|
|
m_shape.PathCurve = shapeBlock.PathCurve;
|
|
m_shape.ProfileCurve = shapeBlock.ProfileCurve;
|
|
m_shape.ProfileHollow = shapeBlock.ProfileHollow;
|
|
m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
|
|
m_shape.PathRevolutions = shapeBlock.PathRevolutions;
|
|
m_shape.PathTaperX = shapeBlock.PathTaperX;
|
|
m_shape.PathTaperY = shapeBlock.PathTaperY;
|
|
m_shape.PathTwist = shapeBlock.PathTwist;
|
|
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ExtraParams
|
|
|
|
public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
|
|
{
|
|
bool usePhysics = false;
|
|
bool IsTemporary = false;
|
|
bool IsPhantom = false;
|
|
bool castsShadows = false;
|
|
bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
|
//bool IsLocked = false;
|
|
int i = 0;
|
|
|
|
|
|
try
|
|
{
|
|
i += 46;
|
|
//IsLocked = (data[i++] != 0) ? true : false;
|
|
usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false;
|
|
//System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
|
|
IsTemporary = (data[i++] != 0) ? true : false;
|
|
IsPhantom = (data[i++] != 0) ? true : false;
|
|
castsShadows = (data[i++] != 0) ? true : false;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
Console.WriteLine("Ignoring invalid Packet:");
|
|
//Silently ignore it - TODO: FIXME Quick
|
|
}
|
|
|
|
if (usePhysics)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.Physics);
|
|
if (!wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.Physics);
|
|
if (wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
|
|
|
|
if (IsPhantom)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.Phantom);
|
|
if (PhysActor != null)
|
|
{
|
|
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
/// that's not wholesome. Had to make Scene public
|
|
PhysActor = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.Phantom);
|
|
if (PhysActor == null)
|
|
{
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
RotationOffset.Y, RotationOffset.Z), usePhysics);
|
|
DoPhysicsPropertyUpdate(usePhysics, true);
|
|
}
|
|
else
|
|
{
|
|
PhysActor.IsPhysical = usePhysics;
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
|
|
if (IsTemporary)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.TemporaryOnRez);
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.TemporaryOnRez);
|
|
}
|
|
// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
if (UsePhysics != PhysActor.IsPhysical || isNew)
|
|
{
|
|
if (PhysActor.IsPhysical)
|
|
{
|
|
if (!isNew)
|
|
ParentGroup.Scene.RemovePhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
|
}
|
|
|
|
PhysActor.IsPhysical = UsePhysics;
|
|
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
|
|
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
/// that's not wholesome. Had to make Scene public
|
|
//PhysActor = null;
|
|
|
|
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
|
|
{
|
|
//PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
//Name,
|
|
//Shape,
|
|
//new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
//AbsolutePosition.Z),
|
|
//new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
//new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
//RotationOffset.Y, RotationOffset.Z), UsePhysics);
|
|
if (UsePhysics)
|
|
{
|
|
ParentGroup.Scene.AddPhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
|
}
|
|
}
|
|
}
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
|
|
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
|
|
{
|
|
m_shape.ExtraParams = new byte[data.Length + 7];
|
|
int i = 0;
|
|
uint length = (uint) data.Length;
|
|
m_shape.ExtraParams[i++] = 1;
|
|
m_shape.ExtraParams[i++] = (byte) (type%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((type >> 8)%256);
|
|
|
|
m_shape.ExtraParams[i++] = (byte) (length%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 8)%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 16)%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 24)%256);
|
|
Array.Copy(data, 0, m_shape.ExtraParams, i, data.Length);
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Physics
|
|
|
|
public float GetMass()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return PhysActor.Mass;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public LLVector3 GetGeometricCenter()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return new LLVector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
|
|
}
|
|
else
|
|
{
|
|
return new LLVector3(0, 0, 0);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Texture
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="textureEntry"></param>
|
|
public void UpdateTextureEntry(byte[] textureEntry)
|
|
{
|
|
m_shape.TextureEntry = textureEntry;
|
|
TriggerScriptChangedEvent(Changed.TEXTURE);
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
|
|
// not handling RGBA properly. Cycles through, and "fixes" the color
|
|
// info
|
|
public void UpdateTexture(LLObject.TextureEntry tex)
|
|
{
|
|
//LLColor tmpcolor;
|
|
//for (uint i = 0; i < 32; i++)
|
|
//{
|
|
// if (tex.FaceTextures[i] != null)
|
|
// {
|
|
// tmpcolor = tex.GetFace((uint) i).RGBA;
|
|
// tmpcolor.A = tmpcolor.A*255;
|
|
// tmpcolor.R = tmpcolor.R*255;
|
|
// tmpcolor.G = tmpcolor.G*255;
|
|
// tmpcolor.B = tmpcolor.B*255;
|
|
// tex.FaceTextures[i].RGBA = tmpcolor;
|
|
// }
|
|
//}
|
|
//tmpcolor = tex.DefaultTexture.RGBA;
|
|
//tmpcolor.A = tmpcolor.A*255;
|
|
//tmpcolor.R = tmpcolor.R*255;
|
|
//tmpcolor.G = tmpcolor.G*255;
|
|
//tmpcolor.B = tmpcolor.B*255;
|
|
//tex.DefaultTexture.RGBA = tmpcolor;
|
|
UpdateTextureEntry(tex.ToBytes());
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ParticleSystem
|
|
|
|
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
|
{
|
|
m_particleSystem = pSystem.GetBytes();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Position
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateOffSet(LLVector3 pos)
|
|
{
|
|
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
OffsetPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
public void UpdateGroupPosition(LLVector3 pos)
|
|
{
|
|
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
GroupPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region rotation
|
|
|
|
public void UpdateRotation(LLQuaternion rot)
|
|
{
|
|
RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Resizing/Scale
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="scale"></param>
|
|
public void Resize(LLVector3 scale)
|
|
{
|
|
m_shape.Scale = scale;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
|
|
{
|
|
// Are we the owner?
|
|
if (AgentID == OwnerID)
|
|
{
|
|
MainLog.Instance.Verbose("PERMISSIONS",
|
|
"field: " + field.ToString() + ", mask: " + mask.ToString() + " addRemTF: " +
|
|
addRemTF.ToString());
|
|
|
|
//Field 8 = EveryoneMask
|
|
if (field == (byte) 8)
|
|
{
|
|
MainLog.Instance.Verbose("PERMISSIONS", "Left over: " + (OwnerMask - EveryoneMask));
|
|
if (addRemTF == (byte) 0)
|
|
{
|
|
//EveryoneMask = (uint)0;
|
|
EveryoneMask &= ~mask;
|
|
//EveryoneMask &= ~(uint)57344;
|
|
}
|
|
else
|
|
{
|
|
//EveryoneMask = (uint)0;
|
|
EveryoneMask |= mask;
|
|
//EveryoneMask |= (uint)57344;
|
|
}
|
|
//ScheduleFullUpdate();
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
//Field 16 = NextownerMask
|
|
if (field == (byte) 16)
|
|
{
|
|
if (addRemTF == (byte) 0)
|
|
{
|
|
NextOwnerMask &= ~mask;
|
|
}
|
|
else
|
|
{
|
|
NextOwnerMask |= mask;
|
|
}
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
}
|
|
|
|
#region Client Update Methods
|
|
|
|
public void AddFullUpdateToAllAvatars()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void AddFullUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
|
|
avatars[i].GenerateClientFlags(UUID));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
|
|
{
|
|
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
|
|
{
|
|
LLVector3 lPos;
|
|
lPos = OffsetPosition;
|
|
SendFullUpdateToClient(remoteClient, lPos, clientflags);
|
|
}
|
|
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
|
|
{
|
|
LLQuaternion lRot;
|
|
lRot = RotationOffset;
|
|
clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
|
|
if (remoteClient.AgentId == OwnerID)
|
|
{
|
|
if ((uint) (m_flags & LLObject.ObjectFlags.CreateSelected) != 0)
|
|
{
|
|
clientFlags |= (uint) LLObject.ObjectFlags.CreateSelected;
|
|
m_flags &= ~LLObject.ObjectFlags.CreateSelected;
|
|
}
|
|
}
|
|
|
|
|
|
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
|
|
remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid,
|
|
OwnerID,
|
|
m_text, color, ParentID, m_particleSystem, lRot, m_clickAction);
|
|
}
|
|
|
|
/// Terse updates
|
|
public void AddTerseUpdateToAllAvatars()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void AddTerseUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendTerseUpdate(IClientAPI remoteClient)
|
|
{
|
|
m_parentGroup.SendPartTerseUpdate(remoteClient, this);
|
|
}
|
|
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
LLVector3 lPos;
|
|
lPos = OffsetPosition;
|
|
LLQuaternion mRot = RotationOffset;
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
|
|
RotationalVelocity);
|
|
}
|
|
}
|
|
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient, LLVector3 lPos)
|
|
{
|
|
LLQuaternion mRot = RotationOffset;
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
|
|
RotationalVelocity);
|
|
//System.Console.WriteLine("RVel:" + RotationalVelocity);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public virtual void UpdateMovement()
|
|
{
|
|
}
|
|
|
|
#region Events
|
|
|
|
public void PhysicsRequestingTerseUpdate()
|
|
{
|
|
ScheduleTerseUpdate();
|
|
|
|
//SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void PhysicsOutOfBounds(PhysicsVector pos)
|
|
{
|
|
MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds.");
|
|
RemFlag(LLObject.ObjectFlags.Physics);
|
|
DoPhysicsPropertyUpdate(false, true);
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
|
|
public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
}
|
|
|
|
public void SetText(string text, Vector3 color, double alpha)
|
|
{
|
|
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
|
|
(int) (color.x*0xff),
|
|
(int) (color.y*0xff),
|
|
(int) (color.z*0xff));
|
|
Text = text;
|
|
}
|
|
}
|
|
}
|