3754 lines
132 KiB
C#
3754 lines
132 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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using System;
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using System.Collections.Generic;
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using System.Drawing;
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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.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_RESTART = 256,
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REGION = 512,
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TELEPORT = 1024
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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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#endregion Enumerations
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public class SceneObjectPart : IScriptHost
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
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// use a new instance every time)
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private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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#region Fields
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[XmlIgnore]
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public bool AllowedDrop = false;
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[XmlIgnore]
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public bool DIE_AT_EDGE = false;
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// TODO: This needs to be persisted in next XML version update!
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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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public PhysicsActor PhysActor = null;
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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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[XmlIgnore]
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public UUID Sound;
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[XmlIgnore]
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public byte SoundFlags;
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[XmlIgnore]
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public double SoundGain;
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[XmlIgnore]
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public double SoundRadius;
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[XmlIgnore]
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public uint TimeStampFull = 0;
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[XmlIgnore]
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public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
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[XmlIgnore]
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public uint TimeStampTerse = 0;
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[XmlIgnore]
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public UUID FromAssetID = UUID.Zero;
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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 = UUID.Zero;
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[XmlIgnore]
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public UUID FromUserInventoryItemID
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{
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get { return m_fromUserInventoryItemID; }
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}
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[XmlIgnore]
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public bool IsAttachment = false;
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[XmlIgnore]
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public scriptEvents AggregateScriptEvents = 0;
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[XmlIgnore]
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public UUID AttachedAvatar = UUID.Zero;
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[XmlIgnore]
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public Vector3 AttachedPos = Vector3.Zero;
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[XmlIgnore]
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public uint AttachmentPoint = (byte)0;
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[XmlIgnore]
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public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f);
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[XmlIgnore]
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public bool VolumeDetectActive = false; // 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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[XmlIgnore]
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public bool IsWaitingForFirstSpinUpdatePacket = false;
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[XmlIgnore]
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public Quaternion SpinOldOrientation = new Quaternion();
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/// <summary>
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/// This part's inventory
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/// </summary>
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[XmlIgnore]
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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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[XmlIgnore]
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public bool Undoing = false;
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[XmlIgnore]
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private PrimFlags LocalFlags = 0;
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private byte[] m_TextureAnimation;
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private byte m_clickAction = 0;
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private Color m_color = Color.Black;
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private string m_description = String.Empty;
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private readonly List<uint> m_lastColliders = new List<uint>();
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// private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
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private int m_linkNum = 0;
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[XmlIgnore]
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private int m_scriptAccessPin = 0;
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[XmlIgnore]
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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 = Vector3.Zero;
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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 UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
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private UUID _creatorID;
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/// <summary>
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/// Only used internally to schedule client updates.
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/// 0 - no update is scheduled
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/// 1 - terse update scheduled
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/// 2 - full update scheduled
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///
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/// TODO - This should be an enumeration
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/// </summary>
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private byte m_updateFlag;
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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 = (Material)3; // Wood
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protected string m_name;
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protected Vector3 m_offsetPosition;
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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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protected byte[] m_particleSystem = new byte[0];
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protected ulong m_regionHandle;
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protected Quaternion m_rotationOffset;
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protected PrimitiveBaseShape m_shape = null;
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protected UUID m_uuid;
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protected Vector3 m_velocity;
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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 = new Vector3(0.0f, 0.0f, 0.0f);
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private Vector3 m_cameraAtOffset = new Vector3(0.0f, 0.0f, 0.0f);
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private bool m_forceMouselook = false;
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// TODO: Collision sound should have default.
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private UUID m_collisionSound = UUID.Zero;
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private float m_collisionSoundVolume = 0.0f;
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#endregion Fields
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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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// It's not necessary to persist this
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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Rezzed = DateTime.Now;
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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)
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{
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m_name = "Primitive";
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Rezzed = DateTime.Now;
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_creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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_ownerID = ownerID;
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_creatorID = _ownerID;
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_lastOwnerID = UUID.Zero;
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UUID = UUID.Random();
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Shape = shape;
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// Todo: Add More Object Parameter from above!
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_ownershipCost = 0;
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_objectSaleType = (byte) 0;
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_salePrice = 0;
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_category = (uint) 0;
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_lastOwnerID = _creatorID;
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// End Todo: ///
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GroupPosition = groupPosition;
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OffsetPosition = offsetPosition;
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RotationOffset = rotationOffset;
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Velocity = new Vector3(0, 0, 0);
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AngularVelocity = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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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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_flags = 0;
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_flags |= PrimFlags.CreateSelected;
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TrimPermissions();
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//m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo());
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m_inventory = new SceneObjectPartInventory(this);
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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 UUID m_sitTargetAvatar = UUID.Zero;
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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 = 0;
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private DateTime m_expires;
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private DateTime m_rezzed;
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public UUID CreatorID
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{
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get
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{
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return _creatorID;
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}
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set
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{
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_creatorID = value;
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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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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 { m_uuid = value; }
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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 { m_localId = value; }
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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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if (PhysActor != null)
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{
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PhysActor.SOPName = value;
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}
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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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if (PhysActor != null)
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{
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PhysActor.SetMaterial((int)value);
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}
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}
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}
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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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public int ScriptAccessPin
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{
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get { return m_scriptAccessPin; }
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set { m_scriptAccessPin = (int)value; }
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}
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[XmlIgnore]
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public Byte[] TextureAnimation
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{
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get { return m_TextureAnimation; }
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set { m_TextureAnimation = value; }
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}
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[XmlIgnore]
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public Byte[] ParticleSystem
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{
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get { return m_particleSystem; }
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set { m_particleSystem = value; }
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}
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[XmlIgnore]
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public DateTime Expires
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{
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get { return m_expires; }
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set { m_expires = value; }
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}
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[XmlIgnore]
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public DateTime Rezzed
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{
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get { return m_rezzed; }
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set { m_rezzed = value; }
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}
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/// <summary>
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/// The position of the entire group that this prim belongs to.
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/// </summary>
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public Vector3 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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if (IsAttachment)
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{
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ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
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if (sp != null)
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{
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return sp.AbsolutePosition;
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}
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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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StoreUndoState();
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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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Vector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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Quaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = resultingrot;
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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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m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
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}
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}
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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if (m_sitTargetAvatar != UUID.Zero)
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{
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if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
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{
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ScenePresence avatar;
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if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
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{
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avatar.ParentPosition = GetWorldPosition();
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}
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}
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}
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}
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}
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public Vector3 OffsetPosition
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{
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get { return m_offsetPosition; }
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set
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{
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StoreUndoState();
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m_offsetPosition = value;
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if (ParentGroup != null && !ParentGroup.IsDeleted)
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{
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if (_parentID != 0 && PhysActor != null)
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{
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Vector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
|
|
Quaternion resultingrot = GetWorldRotation();
|
|
PhysActor.Orientation = resultingrot;
|
|
|
|
// Tell the physics engines that this prim changed.
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public Quaternion RotationOffset
|
|
{
|
|
get
|
|
{
|
|
// We don't want the physics engine mucking up the rotations in a linkset
|
|
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
|
|
{
|
|
if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
|
|
|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
|
|
{
|
|
m_rotationOffset = PhysActor.Orientation;
|
|
}
|
|
}
|
|
return m_rotationOffset;
|
|
}
|
|
set
|
|
{
|
|
StoreUndoState();
|
|
m_rotationOffset = value;
|
|
|
|
if (PhysActor != null)
|
|
{
|
|
try
|
|
{
|
|
// Root prim gets value directly
|
|
if (_parentID == 0)
|
|
{
|
|
PhysActor.Orientation = value;
|
|
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
|
|
}
|
|
else
|
|
{
|
|
// Child prim we have to calculate it's world rotationwel
|
|
Quaternion resultingrotation = GetWorldRotation();
|
|
PhysActor.Orientation = resultingrotation;
|
|
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
|
|
}
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
//}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Vector3 Velocity
|
|
{
|
|
get
|
|
{
|
|
//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
|
|
//|| PhysActor.Velocity.Z != 0)
|
|
//{
|
|
if (PhysActor != null)
|
|
{
|
|
if (PhysActor.IsPhysical)
|
|
{
|
|
m_velocity.X = PhysActor.Velocity.X;
|
|
m_velocity.Y = PhysActor.Velocity.Y;
|
|
m_velocity.Z = PhysActor.Velocity.Z;
|
|
}
|
|
}
|
|
|
|
return m_velocity;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_velocity = value;
|
|
if (PhysActor != null)
|
|
{
|
|
if (PhysActor.IsPhysical)
|
|
{
|
|
PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public Vector3 RotationalVelocity
|
|
{
|
|
get { return AngularVelocity; }
|
|
set { AngularVelocity = value; }
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Vector3 AngularVelocity
|
|
{
|
|
get
|
|
{
|
|
if ((PhysActor != null) && PhysActor.IsPhysical)
|
|
{
|
|
m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
|
|
}
|
|
return m_angularVelocity;
|
|
}
|
|
set { m_angularVelocity = value; }
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Vector3 Acceleration
|
|
{
|
|
get { return m_acceleration; }
|
|
set { m_acceleration = value; }
|
|
}
|
|
|
|
public string Description
|
|
{
|
|
get { return m_description; }
|
|
set
|
|
{
|
|
m_description = value;
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.SOPDescription = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public Color Color
|
|
{
|
|
get { return m_color; }
|
|
set
|
|
{
|
|
m_color = value;
|
|
TriggerScriptChangedEvent(Changed.COLOR);
|
|
|
|
/* ScheduleFullUpdate() need not be called b/c after
|
|
* setting the color, the text will be set, so then
|
|
* ScheduleFullUpdate() will be called. */
|
|
//ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
public string Text
|
|
{
|
|
get
|
|
{
|
|
string returnstr = m_text;
|
|
if (returnstr.Length > 255)
|
|
{
|
|
returnstr = returnstr.Substring(0, 254);
|
|
}
|
|
return returnstr;
|
|
}
|
|
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 { m_linkNum = value; }
|
|
}
|
|
|
|
public byte ClickAction
|
|
{
|
|
get { return m_clickAction; }
|
|
set
|
|
{
|
|
m_clickAction = value;
|
|
}
|
|
}
|
|
|
|
public PrimitiveBaseShape Shape
|
|
{
|
|
get { return m_shape; }
|
|
set
|
|
{
|
|
bool shape_changed = false;
|
|
// TODO: this should really be restricted to the right
|
|
// set of attributes on shape change. For instance,
|
|
// changing the lighting on a shape shouldn't cause
|
|
// this.
|
|
if (m_shape != null)
|
|
shape_changed = true;
|
|
|
|
m_shape = value;
|
|
|
|
if (shape_changed)
|
|
TriggerScriptChangedEvent(Changed.SHAPE);
|
|
}
|
|
}
|
|
|
|
public Vector3 Scale
|
|
{
|
|
get { return m_shape.Scale; }
|
|
set
|
|
{
|
|
StoreUndoState();
|
|
if (m_shape != null) {
|
|
m_shape.Scale = value;
|
|
|
|
if (PhysActor != null && m_parentGroup != null)
|
|
{
|
|
if (m_parentGroup.Scene != null)
|
|
{
|
|
if (m_parentGroup.Scene.PhysicsScene != null)
|
|
{
|
|
PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
TriggerScriptChangedEvent(Changed.SCALE);
|
|
}
|
|
}
|
|
public byte UpdateFlag
|
|
{
|
|
get { return m_updateFlag; }
|
|
set { m_updateFlag = value; }
|
|
}
|
|
|
|
#endregion
|
|
|
|
//---------------
|
|
#region Public Properties with only Get
|
|
|
|
public Vector3 AbsolutePosition
|
|
{
|
|
get {
|
|
if (IsAttachment)
|
|
return GroupPosition;
|
|
|
|
return m_offsetPosition + m_groupPosition; }
|
|
}
|
|
|
|
public UUID ObjectCreator
|
|
{
|
|
get { return _creatorID; }
|
|
}
|
|
|
|
public UUID ObjectOwner
|
|
{
|
|
get { return _ownerID; }
|
|
}
|
|
|
|
public SceneObjectGroup ParentGroup
|
|
{
|
|
get { return m_parentGroup; }
|
|
}
|
|
|
|
public scriptEvents ScriptEvents
|
|
{
|
|
get { return AggregateScriptEvents; }
|
|
}
|
|
|
|
|
|
public Quaternion SitTargetOrientation
|
|
{
|
|
get { return m_sitTargetOrientation; }
|
|
set { m_sitTargetOrientation = value; }
|
|
}
|
|
|
|
|
|
public Vector3 SitTargetPosition
|
|
{
|
|
get { return m_sitTargetPosition; }
|
|
set { m_sitTargetPosition = value; }
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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; }
|
|
}
|
|
|
|
public PrimFlags Flags
|
|
{
|
|
get { return _flags; }
|
|
set { _flags = value; }
|
|
}
|
|
|
|
[XmlIgnore]
|
|
public UUID SitTargetAvatar
|
|
{
|
|
get { return m_sitTargetAvatar; }
|
|
set { m_sitTargetAvatar = value; }
|
|
}
|
|
|
|
[XmlIgnore]
|
|
public virtual UUID RegionID
|
|
{
|
|
get
|
|
{
|
|
if (ParentGroup != null && ParentGroup.Scene != null)
|
|
return ParentGroup.Scene.RegionInfo.RegionID;
|
|
else
|
|
return UUID.Zero;
|
|
}
|
|
set {} // read only
|
|
}
|
|
|
|
private UUID _parentUUID = UUID.Zero;
|
|
[XmlIgnore]
|
|
public UUID ParentUUID
|
|
{
|
|
get
|
|
{
|
|
if (ParentGroup != null)
|
|
{
|
|
_parentUUID = ParentGroup.UUID;
|
|
}
|
|
return _parentUUID;
|
|
}
|
|
set { _parentUUID = value; }
|
|
}
|
|
|
|
[XmlIgnore]
|
|
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
|
|
|
|
|
|
|
|
#region Private Methods
|
|
|
|
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>
|
|
private void ClearUpdateSchedule()
|
|
{
|
|
m_updateFlag = 0;
|
|
}
|
|
|
|
private void SendObjectPropertiesToClient(UUID AgentID)
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
if (avatars[i].UUID == AgentID)
|
|
{
|
|
m_parentGroup.GetProperties(avatars[i].ControllingClient);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
#endregion Private Methods
|
|
|
|
#region Public Methods
|
|
|
|
public void ResetExpire()
|
|
{
|
|
Expires = DateTime.Now + new TimeSpan(600000000);
|
|
}
|
|
|
|
public void AddFlag(PrimFlags flag)
|
|
{
|
|
// PrimFlags prevflag = Flags;
|
|
if ((ObjectFlags & (uint) 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());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell all scene presences that they should send updates for this part to their clients
|
|
/// </summary>
|
|
public void AddFullUpdateToAllAvatars()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void AddFullUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
|
{
|
|
m_particleSystem = pSystem.GetBytes();
|
|
}
|
|
|
|
public void RemoveParticleSystem()
|
|
{
|
|
m_particleSystem = new byte[0];
|
|
}
|
|
|
|
/// Terse updates
|
|
public void AddTerseUpdateToAllAvatars()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void AddTerseUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
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;
|
|
|
|
List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
|
|
foreach (ScenePresence p in avatarts)
|
|
{
|
|
p.ControllingClient.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)
|
|
{
|
|
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
|
|
}
|
|
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_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)
|
|
{
|
|
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
|
|
}
|
|
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_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)
|
|
{
|
|
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
|
|
|
|
if (localGlobalTF)
|
|
{
|
|
Quaternion grot = GetWorldRotation();
|
|
Quaternion AXgrot = grot;
|
|
Vector3 AXimpulsei = impulsei;
|
|
Vector3 newimpulse = AXimpulsei * AXgrot;
|
|
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
|
|
}
|
|
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.setAngularImpulse(impulse);
|
|
}
|
|
}
|
|
|
|
public Vector3 GetTorque()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.GetTorque();
|
|
}
|
|
return Vector3.Zero;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply physics to this part.
|
|
/// </summary>
|
|
/// <param name="rootObjectFlags"></param>
|
|
/// <param name="m_physicalPrim"></param>
|
|
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
|
|
{
|
|
bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
|
|
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;
|
|
|
|
// 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 or an attachment, which is phantom by definition
|
|
if (!isPhantom && !IsAttachment)
|
|
{
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
RotationOffset,
|
|
RigidBody);
|
|
|
|
// Basic Physics returns null.. joy joy joy.
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
|
|
PhysActor.SOPDescription = this.Description;
|
|
PhysActor.LocalID = LocalId;
|
|
DoPhysicsPropertyUpdate(RigidBody, true);
|
|
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ClearUndoState()
|
|
{
|
|
lock (m_undo)
|
|
{
|
|
m_undo.Clear();
|
|
}
|
|
StoreUndoState();
|
|
}
|
|
|
|
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>
|
|
/// <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();
|
|
|
|
//memberwiseclone means it also clones the physics actor reference
|
|
// This will make physical prim 'bounce' if not set to null.
|
|
if (!userExposed)
|
|
dupe.PhysActor = null;
|
|
|
|
dupe._ownerID = AgentID;
|
|
dupe._groupID = GroupID;
|
|
dupe.GroupPosition = GroupPosition;
|
|
dupe.OffsetPosition = OffsetPosition;
|
|
dupe.RotationOffset = RotationOffset;
|
|
dupe.Velocity = new Vector3(0, 0, 0);
|
|
dupe.Acceleration = new Vector3(0, 0, 0);
|
|
dupe.AngularVelocity = new Vector3(0, 0, 0);
|
|
dupe.ObjectFlags = ObjectFlags;
|
|
|
|
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 = ObjectOwner;
|
|
|
|
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)
|
|
{
|
|
m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
|
|
}
|
|
|
|
bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
|
|
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
}
|
|
|
|
return dupe;
|
|
}
|
|
|
|
protected void AssetReceived(string id, Object sender, AssetBase asset)
|
|
{
|
|
if (asset != null)
|
|
{
|
|
SceneObjectPart sop = (SceneObjectPart)sender;
|
|
if (sop != null)
|
|
sop.SculptTextureCallback(asset.FullID, asset);
|
|
}
|
|
}
|
|
|
|
public static SceneObjectPart Create()
|
|
{
|
|
SceneObjectPart part = new SceneObjectPart();
|
|
part.UUID = UUID.Random();
|
|
|
|
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
|
|
part.Shape = shape;
|
|
|
|
part.Name = "Primitive";
|
|
part._ownerID = UUID.Random();
|
|
|
|
return part;
|
|
}
|
|
|
|
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
|
|
{
|
|
if (IsJoint())
|
|
{
|
|
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 = m_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 = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
|
|
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
|
|
m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
|
|
|
|
// make sure client isn't interpolating the joint proxy object
|
|
Velocity = new Vector3(0, 0, 0);
|
|
RotationalVelocity = new Vector3(0, 0, 0);
|
|
Acceleration = new Vector3(0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
if (UsePhysics != PhysActor.IsPhysical || isNew)
|
|
{
|
|
if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
|
|
{
|
|
if (!isNew)
|
|
ParentGroup.Scene.RemovePhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
|
PhysActor.delink();
|
|
|
|
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
|
|
{
|
|
// destroy all joints connected to this now deactivated body
|
|
m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
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)PrimFlags.Phantom) == 0)
|
|
{
|
|
if (UsePhysics)
|
|
{
|
|
ParentGroup.Scene.AddPhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
|
if (_parentID != 0 && _parentID != LocalId)
|
|
{
|
|
if (ParentGroup.RootPart.PhysActor != null)
|
|
{
|
|
PhysActor.link(ParentGroup.RootPart.PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Restore this part from the serialized xml representation.
|
|
/// </summary>
|
|
/// <param name="xmlReader"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart FromXml(XmlReader xmlReader)
|
|
{
|
|
return FromXml(UUID.Zero, xmlReader);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Restore this part from the serialized xml representation.
|
|
/// </summary>
|
|
/// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
|
|
/// <param name="xmlReader"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
|
|
{
|
|
SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
|
|
part.m_fromUserInventoryItemID = fromUserInventoryItemId;
|
|
|
|
// for tempOnRez objects, we have to fix the Expire date.
|
|
if ((part.Flags & PrimFlags.TemporaryOnRez) != 0) part.ResetExpire();
|
|
|
|
return part;
|
|
}
|
|
|
|
public UUID GetAvatarOnSitTarget()
|
|
{
|
|
return m_sitTargetAvatar;
|
|
}
|
|
|
|
public bool GetDieAtEdge()
|
|
{
|
|
if (m_parentGroup == null)
|
|
return false;
|
|
if (m_parentGroup.IsDeleted)
|
|
return false;
|
|
|
|
return m_parentGroup.RootPart.DIE_AT_EDGE;
|
|
}
|
|
|
|
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()
|
|
{
|
|
PrimFlags f = _flags;
|
|
if (m_parentGroup == null || m_parentGroup.RootPart == this)
|
|
f &= ~(PrimFlags.Touch | PrimFlags.Money);
|
|
|
|
return (uint)_flags | (uint)LocalFlags;
|
|
}
|
|
|
|
public Vector3 GetGeometricCenter()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
|
|
}
|
|
else
|
|
{
|
|
return new Vector3(0, 0, 0);
|
|
}
|
|
}
|
|
|
|
public float GetMass()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return PhysActor.Mass;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public PhysicsVector GetForce()
|
|
{
|
|
if (PhysActor != null)
|
|
return PhysActor.Force;
|
|
else
|
|
return new PhysicsVector();
|
|
}
|
|
|
|
public void GetProperties(IClientAPI client)
|
|
{
|
|
client.SendObjectPropertiesReply(
|
|
m_fromUserInventoryItemID, (ulong)_creationDate, _creatorID, UUID.Zero, UUID.Zero,
|
|
_groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
|
|
ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
|
|
ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
|
|
ParentGroup.RootPart._baseMask,
|
|
ParentGroup.RootPart.ObjectSaleType,
|
|
ParentGroup.RootPart.SalePrice);
|
|
}
|
|
|
|
public UUID GetRootPartUUID()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
return m_parentGroup.UUID;
|
|
}
|
|
return UUID.Zero;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method for a prim to get it's world position from the group.
|
|
/// Remember, the Group Position simply gives the position of the group itself
|
|
/// </summary>
|
|
/// <returns>A Linked Child Prim objects position in world</returns>
|
|
public Vector3 GetWorldPosition()
|
|
{
|
|
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
|
|
|
|
Vector3 axPos = OffsetPosition;
|
|
|
|
axPos *= parentRot;
|
|
Vector3 translationOffsetPosition = axPos;
|
|
return GroupPosition + translationOffsetPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the rotation of this prim offset by the group rotation
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public Quaternion GetWorldRotation()
|
|
{
|
|
Quaternion newRot;
|
|
|
|
if (this.LinkNum == 0)
|
|
{
|
|
newRot = RotationOffset;
|
|
}
|
|
else
|
|
{
|
|
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
|
|
Quaternion oldRot = RotationOffset;
|
|
newRot = parentRot * oldRot;
|
|
}
|
|
|
|
return newRot;
|
|
}
|
|
|
|
public void MoveToTarget(Vector3 target, float tau)
|
|
{
|
|
if (tau > 0)
|
|
{
|
|
m_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)
|
|
{
|
|
m_parentGroup.SetHoverHeight(height, hoverType, tau);
|
|
}
|
|
|
|
public void StopHover()
|
|
{
|
|
m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
|
|
}
|
|
|
|
|
|
public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
}
|
|
|
|
public void PhysicsCollision(EventArgs e)
|
|
{
|
|
// single threaded here
|
|
if (e == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CollisionEventUpdate a = (CollisionEventUpdate)e;
|
|
Dictionary<uint, float> 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)
|
|
{
|
|
if (localid != 0)
|
|
{
|
|
thisHitColliders.Add(localid);
|
|
if (!m_lastColliders.Contains(localid))
|
|
{
|
|
startedColliders.Add(localid);
|
|
}
|
|
|
|
//m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.IsDeleted)
|
|
return;
|
|
|
|
// play the sound.
|
|
if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
|
|
{
|
|
SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0);
|
|
}
|
|
|
|
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
|
|
{
|
|
// do event notification
|
|
if (startedColliders.Count > 0)
|
|
{
|
|
ColliderArgs StartCollidingMessage = new ColliderArgs();
|
|
List<DetectedObject> colliding = new List<DetectedObject>();
|
|
foreach (uint localId in startedColliders)
|
|
{
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
|
|
if (obj != null)
|
|
{
|
|
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;
|
|
colliding.Add(detobj);
|
|
}
|
|
else
|
|
{
|
|
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
|
|
if (avlist != null)
|
|
{
|
|
foreach (ScenePresence av in avlist)
|
|
{
|
|
if (av.LocalId == localId)
|
|
{
|
|
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;
|
|
colliding.Add(detobj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (colliding.Count > 0)
|
|
{
|
|
StartCollidingMessage.Colliders = colliding;
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
|
|
}
|
|
}
|
|
}
|
|
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
|
|
{
|
|
if (m_lastColliders.Count > 0)
|
|
{
|
|
ColliderArgs CollidingMessage = new ColliderArgs();
|
|
List<DetectedObject> colliding = new List<DetectedObject>();
|
|
foreach (uint localId in m_lastColliders)
|
|
{
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (localId == 0)
|
|
continue;
|
|
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
|
|
if (obj != null)
|
|
{
|
|
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;
|
|
colliding.Add(detobj);
|
|
}
|
|
else
|
|
{
|
|
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
|
|
if (avlist != null)
|
|
{
|
|
foreach (ScenePresence av in avlist)
|
|
{
|
|
if (av.LocalId == localId)
|
|
{
|
|
DetectedObject detobj = new DetectedObject();
|
|
detobj.keyUUID = av.UUID;
|
|
detobj.nameStr = av.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;
|
|
colliding.Add(detobj);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
if (colliding.Count > 0)
|
|
{
|
|
CollidingMessage.Colliders = colliding;
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
|
|
}
|
|
|
|
}
|
|
}
|
|
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
|
|
{
|
|
if (endedColliders.Count > 0)
|
|
{
|
|
ColliderArgs EndCollidingMessage = new ColliderArgs();
|
|
List<DetectedObject> colliding = new List<DetectedObject>();
|
|
foreach (uint localId in endedColliders)
|
|
{
|
|
if (localId == 0)
|
|
continue;
|
|
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
|
|
if (obj != null)
|
|
{
|
|
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;
|
|
colliding.Add(detobj);
|
|
}
|
|
else
|
|
{
|
|
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
|
|
if (avlist != null)
|
|
{
|
|
foreach (ScenePresence av in avlist)
|
|
{
|
|
if (av.LocalId == localId)
|
|
{
|
|
DetectedObject detobj = new DetectedObject();
|
|
detobj.keyUUID = av.UUID;
|
|
detobj.nameStr = av.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;
|
|
colliding.Add(detobj);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
if (colliding.Count > 0)
|
|
{
|
|
EndCollidingMessage.Colliders = colliding;
|
|
// always running this check because if the user deletes the object it would return a null reference.
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.Scene == null)
|
|
return;
|
|
m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
public void PhysicsOutOfBounds(PhysicsVector pos)
|
|
{
|
|
m_log.Info("[PHYSICS]: Physical Object went out of bounds.");
|
|
RemFlag(PrimFlags.Physics);
|
|
DoPhysicsPropertyUpdate(false, true);
|
|
//m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
|
|
public void PhysicsRequestingTerseUpdate()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
|
|
if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f)
|
|
{
|
|
m_parentGroup.AbsolutePosition = newpos;
|
|
return;
|
|
}
|
|
}
|
|
ScheduleTerseUpdate();
|
|
|
|
//SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
public void PreloadSound(string sound)
|
|
{
|
|
// UUID ownerID = OwnerID;
|
|
UUID objectID = 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
|
|
foreach (ScenePresence p in avatarts)
|
|
{
|
|
// TODO: some filtering by distance of avatar
|
|
|
|
p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
|
|
}
|
|
}
|
|
|
|
public void RemFlag(PrimFlags flag)
|
|
{
|
|
// PrimFlags prevflag = Flags;
|
|
if ((ObjectFlags & (uint) 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>
|
|
/// Resize this part.
|
|
/// </summary>
|
|
/// <param name="scale"></param>
|
|
public void Resize(Vector3 scale)
|
|
{
|
|
StoreUndoState();
|
|
m_shape.Scale = scale;
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedules this prim for a full update
|
|
/// </summary>
|
|
public void ScheduleFullUpdate()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_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;
|
|
}
|
|
|
|
m_updateFlag = 2;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
|
|
// UUID, Name, TimeStampFull);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a terse update for this prim. Terse updates only send position,
|
|
/// rotation, velocity, rotational velocity and shape information.
|
|
/// </summary>
|
|
public void ScheduleTerseUpdate()
|
|
{
|
|
if (m_updateFlag < 1)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.HasGroupChanged = true;
|
|
m_parentGroup.QueueForUpdateCheck();
|
|
}
|
|
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
|
|
m_updateFlag = 1;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
|
|
// UUID, Name, TimeStampTerse);
|
|
}
|
|
}
|
|
|
|
public void ScriptSetPhantomStatus(bool Phantom)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.ScriptSetPhantomStatus(Phantom);
|
|
}
|
|
}
|
|
|
|
public void ScriptSetTemporaryStatus(bool Temporary)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.ScriptSetTemporaryStatus(Temporary);
|
|
}
|
|
}
|
|
|
|
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
|
{
|
|
if (m_parentGroup == null)
|
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
else
|
|
m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
|
|
}
|
|
|
|
public void ScriptSetVolumeDetect(bool SetVD)
|
|
{
|
|
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.ScriptSetVolumeDetect(SetVD);
|
|
}
|
|
}
|
|
|
|
|
|
public void SculptTextureCallback(UUID textureID, AssetBase texture)
|
|
{
|
|
if (m_shape.SculptEntry)
|
|
{
|
|
if (texture != null)
|
|
{
|
|
m_shape.SculptData = texture.Data;
|
|
if (PhysActor != null)
|
|
{
|
|
// Tricks physics engine into thinking we've changed the part shape.
|
|
PrimitiveBaseShape m_newshape = m_shape.Copy();
|
|
PhysActor.Shape = m_newshape;
|
|
m_shape = m_newshape;
|
|
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
|
|
{
|
|
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
|
|
avatars[i].GenerateClientFlags(UUID));
|
|
}
|
|
}
|
|
|
|
public void SendFullUpdateToAllClientsExcept(UUID agentID)
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
if (avatars[i].UUID != agentID)
|
|
{
|
|
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
|
|
avatars[i].GenerateClientFlags(UUID));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a full update to the client
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="clientFlags"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
|
|
{
|
|
Vector3 lPos;
|
|
lPos = OffsetPosition;
|
|
SendFullUpdateToClient(remoteClient, lPos, clientflags);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a full update to the client
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="lPos"></param>
|
|
/// <param name="clientFlags"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
|
|
{
|
|
// Suppress full updates during attachment editing
|
|
//
|
|
if (ParentGroup.IsSelected && IsAttachment)
|
|
return;
|
|
|
|
if (ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
clientFlags &= ~(uint) PrimFlags.CreateSelected;
|
|
|
|
if (remoteClient.AgentId == _ownerID)
|
|
{
|
|
if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
|
|
{
|
|
clientFlags |= (uint) PrimFlags.CreateSelected;
|
|
_flags &= ~PrimFlags.CreateSelected;
|
|
}
|
|
}
|
|
//bool isattachment = IsAttachment;
|
|
//if (LocalId != ParentGroup.RootPart.LocalId)
|
|
//isattachment = ParentGroup.RootPart.IsAttachment;
|
|
|
|
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
|
|
remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
|
|
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
|
|
m_text, color, _parentID, m_particleSystem, m_clickAction, (byte)m_material, m_TextureAnimation, IsAttachment,
|
|
AttachmentPoint,FromAssetID, Sound, SoundGain, SoundFlags, SoundRadius);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell all the prims which have had updates scheduled
|
|
/// </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)PrimFlags.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();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
if (volume > 1)
|
|
volume = 1;
|
|
if (volume < 0)
|
|
volume = 0;
|
|
|
|
UUID ownerID = _ownerID;
|
|
UUID objectID = UUID;
|
|
UUID parentID = GetRootPartUUID();
|
|
UUID soundID = UUID.Zero;
|
|
Vector3 position = AbsolutePosition; // region local
|
|
ulong regionHandle = m_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 = m_parentGroup.Scene.RequestModuleInterface<ISoundModule>();
|
|
if (soundModule != null)
|
|
{
|
|
if (triggered)
|
|
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle);
|
|
else
|
|
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a terse update to all clients
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
SendTerseUpdateToClient(avatars[i].ControllingClient);
|
|
}
|
|
}
|
|
|
|
public void SetAttachmentPoint(uint AttachmentPoint)
|
|
{
|
|
this.AttachmentPoint = AttachmentPoint;
|
|
|
|
if (AttachmentPoint != 0)
|
|
{
|
|
IsAttachment = true;
|
|
}
|
|
else
|
|
{
|
|
IsAttachment = false;
|
|
}
|
|
|
|
// save the attachment point.
|
|
//if (AttachmentPoint != 0)
|
|
//{
|
|
m_shape.State = (byte)AttachmentPoint;
|
|
//}
|
|
}
|
|
|
|
public void SetAvatarOnSitTarget(UUID avatarID)
|
|
{
|
|
m_sitTargetAvatar = avatarID;
|
|
if (ParentGroup != null)
|
|
ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
|
}
|
|
|
|
public void SetAxisRotation(int axis, int rotate)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.SetAxisRotation(axis, rotate);
|
|
}
|
|
}
|
|
|
|
public void SetBuoyancy(float fvalue)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.Buoyancy = fvalue;
|
|
}
|
|
}
|
|
|
|
public void SetDieAtEdge(bool p)
|
|
{
|
|
if (m_parentGroup == null)
|
|
return;
|
|
if (m_parentGroup.IsDeleted)
|
|
return;
|
|
|
|
m_parentGroup.RootPart.DIE_AT_EDGE = p;
|
|
}
|
|
|
|
public void SetFloatOnWater(int floatYN)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
if (floatYN == 1)
|
|
{
|
|
PhysActor.FloatOnWater = true;
|
|
}
|
|
else
|
|
{
|
|
PhysActor.FloatOnWater = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetForce(PhysicsVector force)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.Force = force;
|
|
}
|
|
}
|
|
|
|
public void SetVehicleType(int type)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.VehicleType = type;
|
|
}
|
|
}
|
|
|
|
public void SetVehicleFloatParam(int param, float value)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.VehicleFloatParam(param, value);
|
|
}
|
|
}
|
|
|
|
public void SetVehicleVectorParam(int param, PhysicsVector value)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.VehicleVectorParam(param, value);
|
|
}
|
|
}
|
|
|
|
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.VehicleRotationParam(param, rotation);
|
|
}
|
|
}
|
|
|
|
public void SetGroup(UUID groupID, IClientAPI client)
|
|
{
|
|
_groupID = groupID;
|
|
if (client != null)
|
|
GetProperties(client);
|
|
m_updateFlag = 2;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SetParent(SceneObjectGroup parent)
|
|
{
|
|
m_parentGroup = parent;
|
|
}
|
|
|
|
// Use this for attachments! LocalID should be avatar's localid
|
|
public void SetParentLocalId(uint localID)
|
|
{
|
|
_parentID = localID;
|
|
}
|
|
|
|
public void SetPhysicsAxisRotation()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.LockAngularMotion(RotationAxis);
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
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(0xff - (int) (alpha*0xff),
|
|
(int) (color.X*0xff),
|
|
(int) (color.Y*0xff),
|
|
(int) (color.Z*0xff));
|
|
SetText(text);
|
|
}
|
|
|
|
public void StopMoveToTarget()
|
|
{
|
|
m_parentGroup.stopMoveToTarget();
|
|
|
|
m_parentGroup.ScheduleGroupForTerseUpdate();
|
|
//m_parentGroup.ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public void StoreUndoState()
|
|
{
|
|
if (!Undoing)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
lock (m_undo)
|
|
{
|
|
if (m_undo.Count > 0)
|
|
{
|
|
UndoState last = m_undo.Peek();
|
|
if (last != null)
|
|
{
|
|
if (last.Compare(this))
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (m_parentGroup.GetSceneMaxUndo() > 0)
|
|
{
|
|
UndoState nUndo = new UndoState(this);
|
|
|
|
m_undo.Push(nUndo);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 = 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 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;
|
|
|
|
// 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 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 / 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);
|
|
|
|
returnresult.distance = distance;
|
|
|
|
return returnresult;
|
|
}
|
|
|
|
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 returnresult = new EntityIntersection();
|
|
|
|
returnresult.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 returnresult;
|
|
//}
|
|
// else
|
|
//{
|
|
//continue;
|
|
//}
|
|
//}
|
|
//a = (d - iray.Origin.Dot(normals[i])) / s;
|
|
//if (iray.Direction.Dot(normals[i]) < 0)
|
|
//{
|
|
//if (a > fmax)
|
|
//{
|
|
//if (a > fmin)
|
|
//{
|
|
//return returnresult;
|
|
//}
|
|
//fmax = a;
|
|
//}
|
|
|
|
//}
|
|
//else
|
|
//{
|
|
//if (a < fmin)
|
|
//{
|
|
//if (a < 0 || a < fmax)
|
|
//{
|
|
//return returnresult;
|
|
//}
|
|
//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 < returnresult.distance)
|
|
{
|
|
returnresult.distance = distance2;
|
|
returnresult.HitTF = true;
|
|
returnresult.ipoint = q;
|
|
//m_log.Info("[FACE]:" + i.ToString());
|
|
//m_log.Info("[POINT]: " + q.ToString());
|
|
//m_log.Info("[DIST]: " + distance2.ToString());
|
|
if (faceCenters)
|
|
{
|
|
returnresult.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 = returnresult.normal * ScaleOffset;
|
|
returnresult.ipoint = AXpos + offset;
|
|
|
|
///pos = (intersectionpoint + offset);
|
|
}
|
|
else
|
|
{
|
|
returnresult.normal = normals[i];
|
|
}
|
|
returnresult.AAfaceNormal = AAfacenormals[i];
|
|
}
|
|
}
|
|
}
|
|
return returnresult;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialize this part to xml.
|
|
/// </summary>
|
|
/// <param name="xmlWriter"></param>
|
|
public void ToXml(XmlWriter xmlWriter)
|
|
{
|
|
serializer.Serialize(xmlWriter, this);
|
|
}
|
|
|
|
public void TriggerScriptChangedEvent(Changed val)
|
|
{
|
|
if (m_parentGroup != null && m_parentGroup.Scene != null)
|
|
m_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 Undo()
|
|
{
|
|
lock (m_undo)
|
|
{
|
|
if (m_undo.Count > 0)
|
|
{
|
|
UndoState goback = m_undo.Pop();
|
|
if (goback != null)
|
|
goback.PlaybackState(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
public virtual void UpdateMovement()
|
|
{
|
|
}
|
|
|
|
/// <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);
|
|
OffsetPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
|
|
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
|
|
{
|
|
bool set = addRemTF == 1;
|
|
bool god = m_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;
|
|
break;
|
|
}
|
|
SendFullUpdateToAllClients();
|
|
|
|
SendObjectPropertiesToClient(AgentID);
|
|
|
|
}
|
|
}
|
|
|
|
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 (m_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 (m_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 (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
return IsHingeJoint() || IsBallJoint();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
|
|
{
|
|
bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
|
|
bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
|
|
bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
|
|
bool wasVD = VolumeDetectActive;
|
|
|
|
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 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 (IsVD) // VD is active, special logic applies
|
|
{
|
|
// State machine logic for VolumeDetect
|
|
// More logic below
|
|
bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom;
|
|
|
|
if (phanReset) // Phantom changes from on to off switch VD off too
|
|
{
|
|
IsVD = false; // Switch it of for the course of this routine
|
|
VolumeDetectActive = false; // and also permanently
|
|
if (PhysActor != null)
|
|
PhysActor.SetVolumeDetect(0); // Let physics know about it too
|
|
}
|
|
else
|
|
{
|
|
IsPhantom = false;
|
|
// 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
|
|
}
|
|
|
|
}
|
|
|
|
if (UsePhysics && IsJoint())
|
|
{
|
|
IsPhantom = true;
|
|
}
|
|
|
|
if (UsePhysics)
|
|
{
|
|
AddFlag(PrimFlags.Physics);
|
|
if (!wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
if (m_parentGroup != null)
|
|
{
|
|
if (!m_parentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == m_parentGroup.RootPart.LocalId)
|
|
{
|
|
m_parentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(PrimFlags.Physics);
|
|
if (wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
}
|
|
}
|
|
|
|
|
|
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
|
|
{
|
|
AddFlag(PrimFlags.Phantom);
|
|
if (PhysActor != null)
|
|
{
|
|
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
/// that's not wholesome. Had to make Scene public
|
|
PhysActor = null;
|
|
}
|
|
}
|
|
else // Not phantom
|
|
{
|
|
RemFlag(PrimFlags.Phantom);
|
|
|
|
if (PhysActor == null)
|
|
{
|
|
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
RotationOffset,
|
|
UsePhysics);
|
|
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.LocalID = LocalId;
|
|
DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
if (m_parentGroup != null)
|
|
{
|
|
if (!m_parentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == m_parentGroup.RootPart.LocalId)
|
|
{
|
|
m_parentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
}
|
|
if (
|
|
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
(CollisionSound != UUID.Zero)
|
|
)
|
|
{
|
|
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
|
PhysActor.SubscribeEvents(1000);
|
|
}
|
|
}
|
|
}
|
|
else // it already has a physical representation
|
|
{
|
|
PhysActor.IsPhysical = UsePhysics;
|
|
|
|
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
|
if (m_parentGroup != null)
|
|
{
|
|
if (!m_parentGroup.IsDeleted)
|
|
{
|
|
if (LocalId == m_parentGroup.RootPart.LocalId)
|
|
{
|
|
m_parentGroup.CheckSculptAndLoad();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsVD)
|
|
{
|
|
// 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 (this.PhysActor != null)
|
|
{
|
|
PhysActor.SetVolumeDetect(1);
|
|
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
|
this.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 (this.PhysActor != null)
|
|
{
|
|
PhysActor.SetVolumeDetect(0);
|
|
}
|
|
this.VolumeDetectActive = false;
|
|
}
|
|
|
|
|
|
if (IsTemporary)
|
|
{
|
|
AddFlag(PrimFlags.TemporaryOnRez);
|
|
}
|
|
else
|
|
{
|
|
RemFlag(PrimFlags.TemporaryOnRez);
|
|
}
|
|
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void UpdateRotation(Quaternion rot)
|
|
{
|
|
if ((rot.X != RotationOffset.X) ||
|
|
(rot.Y != RotationOffset.Y) ||
|
|
(rot.Z != RotationOffset.Z) ||
|
|
(rot.W != RotationOffset.W))
|
|
{
|
|
//StoreUndoState();
|
|
RotationOffset = rot;
|
|
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;
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.Shape = m_shape;
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
|
|
// 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.Now;
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
|
|
// not handling RGBA properly. Cycles through, and "fixes" the color
|
|
// info
|
|
public void UpdateTexture(Primitive.TextureEntry tex)
|
|
{
|
|
//Color4 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.GetBytes());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the texture entry for this part.
|
|
/// </summary>
|
|
/// <param name="textureEntry"></param>
|
|
public void UpdateTextureEntry(byte[] textureEntry)
|
|
{
|
|
m_shape.TextureEntry = textureEntry;
|
|
TriggerScriptChangedEvent(Changed.TEXTURE);
|
|
|
|
ParentGroup.HasGroupChanged = true;
|
|
//This is madness..
|
|
//ParentGroup.ScheduleGroupForFullUpdate();
|
|
//This is sparta
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public void aggregateScriptEvents()
|
|
{
|
|
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;
|
|
}
|
|
|
|
if (
|
|
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
|
(CollisionSound != UUID.Zero)
|
|
)
|
|
{
|
|
// subscribe to physics updates.
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
|
PhysActor.SubscribeEvents(1000);
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.UnSubscribeEvents();
|
|
PhysActor.OnCollisionUpdate -= PhysicsCollision;
|
|
}
|
|
}
|
|
|
|
if (m_parentGroup == null)
|
|
{
|
|
ScheduleFullUpdate();
|
|
return;
|
|
}
|
|
|
|
if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
|
|
{
|
|
m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
|
|
}
|
|
else
|
|
{
|
|
m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
|
|
}
|
|
|
|
LocalFlags=(PrimFlags)objectflagupdate;
|
|
|
|
if (m_parentGroup != null && m_parentGroup.RootPart == this)
|
|
m_parentGroup.aggregateScriptEvents();
|
|
else
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
public int registerTargetWaypoint(Vector3 target, float tolerance)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
return m_parentGroup.registerTargetWaypoint(target, tolerance);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public void unregisterTargetWaypoint(int handle)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.unregisterTargetWaypoint(handle);
|
|
}
|
|
}
|
|
|
|
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 == null || ParentGroup.IsDeleted)
|
|
return;
|
|
|
|
Vector3 lPos = OffsetPosition;
|
|
|
|
byte state = Shape.State;
|
|
if (IsAttachment)
|
|
{
|
|
if (ParentGroup.RootPart != this)
|
|
return;
|
|
|
|
lPos = ParentGroup.RootPart.AttachedPos;
|
|
state = (byte)AttachmentPoint;
|
|
}
|
|
else
|
|
{
|
|
if (ParentGroup.RootPart == this)
|
|
lPos = AbsolutePosition;
|
|
}
|
|
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle,
|
|
(ushort)(m_parentGroup.GetTimeDilation() *
|
|
(float)ushort.MaxValue), LocalId, lPos,
|
|
RotationOffset, Velocity,
|
|
RotationalVelocity, state, FromAssetID,
|
|
OwnerID, (int)AttachmentPoint);
|
|
}
|
|
|
|
public void AddScriptLPS(int count)
|
|
{
|
|
m_parentGroup.AddScriptLPS(count);
|
|
}
|
|
|
|
public void ApplyNextOwnerPermissions()
|
|
{
|
|
_baseMask &= _nextOwnerMask;
|
|
_ownerMask &= _nextOwnerMask;
|
|
_everyoneMask &= _nextOwnerMask;
|
|
|
|
Inventory.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
}
|