2424 lines
84 KiB
C#
2424 lines
84 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.Xml;
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using System.Xml.Serialization;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.Physics.Manager;
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using System.Runtime.Serialization;
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using System.Security.Permissions;
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namespace OpenSim.Region.Environment.Scenes
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{
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// I don't really know where to put this except here.
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// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
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[Flags]
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public enum 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 Changed : uint
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{
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INVENTORY = 1,
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COLOR = 2,
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SHAPE = 4,
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SCALE = 8,
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TEXTURE = 16,
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LINK = 32,
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ALLOWED_DROP = 64,
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OWNER = 128
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}
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[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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[Serializable]
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public partial class SceneObjectPart : IScriptHost, ISerializable
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{
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[XmlIgnore] public PhysicsActor PhysActor = null;
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public LLUUID LastOwnerID;
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public LLUUID OwnerID;
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public LLUUID GroupID;
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public int OwnershipCost;
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public byte ObjectSaleType;
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public int SalePrice;
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public uint Category;
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public Int32 CreationDate;
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public uint ParentID = 0;
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private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
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private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0);
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private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
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private LLUUID m_sitTargetAvatar = LLUUID.Zero;
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#region Permissions
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public uint BaseMask = (uint)PermissionMask.All;
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public uint OwnerMask = (uint)PermissionMask.All;
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public uint GroupMask = (uint)PermissionMask.None;
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public uint EveryoneMask = (uint)PermissionMask.None;
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public uint NextOwnerMask = (uint)PermissionMask.All;
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public LLObject.ObjectFlags Flags = LLObject.ObjectFlags.None;
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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 = (LLObject.ObjectFlags)value; }
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}
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#endregion
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protected byte[] m_particleSystem = new byte[0];
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[XmlIgnore] public uint TimeStampFull = 0;
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[XmlIgnore] public uint TimeStampTerse = 0;
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[XmlIgnore] public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
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/// <summary>
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/// Only used internally to schedule client updates.
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/// 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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#region Properties
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public LLUUID CreatorID;
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public LLUUID ObjectCreator
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{
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get { return CreatorID; }
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}
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protected LLUUID m_uuid;
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public LLUUID UUID
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{
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get { return m_uuid; }
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set { m_uuid = value; }
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}
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protected uint m_localId;
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public uint LocalId
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{
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get { return m_localId; }
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set { m_localId = value; }
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}
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protected string m_name;
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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protected LLObject.MaterialType m_material = 0;
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public byte Material
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{
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get { return (byte) m_material; }
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set { m_material = (LLObject.MaterialType) value; }
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}
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protected ulong m_regionHandle;
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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set { m_regionHandle = value; }
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}
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//unkown if this will be kept, added as a way of removing the group position from the group class
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protected LLVector3 m_groupPosition;
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/// <summary>
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/// Method for a prim to get it's world position from the group.
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/// Remember, the Group Position simply gives the position of the group itself
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/// </summary>
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/// <returns>A Linked Child Prim objects position in world</returns>
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public LLVector3 GetWorldPosition()
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Vector3 axPos
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= new Vector3(
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OffsetPosition.X,
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OffsetPosition.Y,
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OffsetPosition.Z);
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axPos = parentRot * axPos;
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LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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return GroupPosition + translationOffsetPosition;
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//return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition);
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}
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/// <summary>
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/// Gets the rotation of this prim offset by the group rotation
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/// </summary>
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/// <returns></returns>
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public LLQuaternion GetWorldRotation()
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{
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Quaternion newRot;
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if (this.LinkNum == 0)
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{
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newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
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}
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else
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Quaternion oldRot
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= new Quaternion(
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RotationOffset.W,
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RotationOffset.X,
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RotationOffset.Y,
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RotationOffset.Z);
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newRot = parentRot * oldRot;
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}
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return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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//return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
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}
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public LLVector3 GroupPosition
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{
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get
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{
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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if (PhysActor != null && ParentID == 0)
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{
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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return m_groupPosition;
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}
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set
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{
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m_groupPosition = value;
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if (PhysActor != null)
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{
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try
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{
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// Root prim actually goes at Position
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if (ParentID == 0)
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{
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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else
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{
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// To move the child prim in respect to the group position and rotation we have to calculate
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LLVector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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LLQuaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
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}
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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}
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}
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private byte[] m_TextureAnimation;
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protected LLVector3 m_offsetPosition;
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public LLVector3 OffsetPosition
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{
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get { return m_offsetPosition; }
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set { m_offsetPosition = value;
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try
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{
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// Hack to get the child prim to update world positions in the physics engine
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ParentGroup.ResetChildPrimPhysicsPositions();
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}
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catch (System.NullReferenceException)
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{
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// Ignore, and skip over.
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}
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//m_log.Info("[PART]: OFFSET:" + m_offsetPosition.ToString());
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}
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}
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public LLVector3 AbsolutePosition
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{
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get { return m_offsetPosition + m_groupPosition; }
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}
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protected LLQuaternion m_rotationOffset;
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public LLQuaternion RotationOffset
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{
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get
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{
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// We don't want the physics engine mucking up the rotations in a linkset
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if (PhysActor != null && ParentID == 0)
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{
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if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
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|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
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{
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m_rotationOffset.X = PhysActor.Orientation.x;
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m_rotationOffset.Y = PhysActor.Orientation.y;
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m_rotationOffset.Z = PhysActor.Orientation.z;
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m_rotationOffset.W = PhysActor.Orientation.w;
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}
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}
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return m_rotationOffset;
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}
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set
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{
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m_rotationOffset = value;
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if (PhysActor != null)
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{
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try
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{
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// Root prim gets value directly
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if (ParentID == 0)
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{
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PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
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//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
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}
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else
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{
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// Child prim we have to calculate it's world rotationwel
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LLQuaternion resultingrotation = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
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//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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//}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.Message);
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}
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}
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}
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}
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protected LLVector3 m_velocity;
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protected LLVector3 m_rotationalvelocity;
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/// <summary></summary>
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public LLVector3 Velocity
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{
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get
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{
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//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
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//|| PhysActor.Velocity.z != 0)
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//{
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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m_velocity.X = PhysActor.Velocity.X;
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m_velocity.Y = PhysActor.Velocity.Y;
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m_velocity.Z = PhysActor.Velocity.Z;
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}
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}
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return m_velocity;
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}
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set {
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m_velocity = value;
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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}
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}
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}
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public LLVector3 RotationalVelocity
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{
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get
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{
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//if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0
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//|| PhysActor.Velocity.z != 0)
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//{
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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m_rotationalvelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(),0);
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}
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}
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return m_rotationalvelocity;
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}
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set { m_rotationalvelocity = value; }
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}
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protected LLVector3 m_angularVelocity;
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/// <summary></summary>
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public LLVector3 AngularVelocity
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{
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get { return m_angularVelocity; }
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set { m_angularVelocity = value; }
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}
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protected LLVector3 m_acceleration;
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/// <summary></summary>
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public LLVector3 Acceleration
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{
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get { return m_acceleration; }
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set { m_acceleration = value; }
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}
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private string m_description = String.Empty;
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public string Description
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{
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get { return m_description; }
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set { m_description = value; }
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}
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private Color m_color = Color.Black;
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public Color Color
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{
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get { return m_color; }
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set
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{
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m_color = value;
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TriggerScriptChangedEvent(Changed.COLOR);
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/* ScheduleFullUpdate() need not be called b/c after
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* setting the color, the text will be set, so then
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* ScheduleFullUpdate() will be called. */
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//ScheduleFullUpdate();
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}
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}
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private string m_text = String.Empty;
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public Vector3 SitTargetPosition
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{
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get { return m_sitTargetPosition; }
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}
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public Quaternion SitTargetOrientation
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{
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get { return m_sitTargetOrientation; }
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}
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public string Text
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{
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get { return m_text; }
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set
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{
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m_text = value;
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}
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}
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private string m_sitName = String.Empty;
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public string SitName
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{
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get { return m_sitName; }
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set { m_sitName = value; }
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}
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private string m_touchName = String.Empty;
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public string TouchName
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{
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get { return m_touchName; }
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set { m_touchName = value; }
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}
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private int m_linkNum = 0;
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public int LinkNum
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{
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get { return m_linkNum; }
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set
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{
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m_linkNum = value;
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TriggerScriptChangedEvent(Changed.LINK);
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}
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}
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private byte m_clickAction = 0;
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public byte ClickAction
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{
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get { return m_clickAction; }
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set
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{
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m_clickAction = value;
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}
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}
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|
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protected PrimitiveBaseShape m_shape;
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/// <summary>
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/// hook to the physics scene to apply impulse
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/// This is sent up to the group, which then finds the root prim
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/// and applies the force on the root prim of the group
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/// </summary>
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/// <param name="impulsei">Vector force</param>
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/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
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public void ApplyImpulse(LLVector3 impulsei, bool localGlobalTF)
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{
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PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
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if (localGlobalTF)
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{
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LLQuaternion grot = GetWorldRotation();
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Quaternion AXgrot = new Quaternion(grot.W,grot.X,grot.Y,grot.Z);
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Vector3 AXimpulsei = new Vector3(impulsei.X, impulsei.Y, impulsei.Z);
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Vector3 newimpulse = AXgrot * AXimpulsei;
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impulse = new PhysicsVector(newimpulse.x, newimpulse.y, newimpulse.z);
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}
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else
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{
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if (m_parentGroup != null)
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{
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m_parentGroup.applyImpulse(impulse);
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}
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}
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}
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public void MoveToTarget(LLVector3 target, float tau)
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{
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if (tau > 0)
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{
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m_parentGroup.moveToTarget(target, tau);
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}
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else
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{
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StopMoveToTarget();
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|
}
|
|
|
|
}
|
|
|
|
public void StopMoveToTarget()
|
|
{
|
|
m_parentGroup.stopMoveToTarget();
|
|
}
|
|
|
|
public void TriggerScriptChangedEvent(Changed val)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
if (m_parentGroup.Scene != null)
|
|
m_parentGroup.Scene.TriggerObjectChanged(LocalId, (uint)val);
|
|
}
|
|
|
|
}
|
|
|
|
public PrimitiveBaseShape Shape
|
|
{
|
|
get { return m_shape; }
|
|
set
|
|
{
|
|
|
|
m_shape = value;
|
|
TriggerScriptChangedEvent(Changed.SHAPE);
|
|
}
|
|
}
|
|
|
|
public LLVector3 Scale
|
|
{
|
|
get { return m_shape.Scale; }
|
|
set
|
|
{
|
|
m_shape.Scale = value;
|
|
TriggerScriptChangedEvent(Changed.SCALE);
|
|
}
|
|
}
|
|
|
|
public bool Stopped
|
|
{
|
|
get {
|
|
double threshold = 0.02;
|
|
return (Math.Abs(Velocity.X) < threshold &&
|
|
Math.Abs(Velocity.Y) < threshold &&
|
|
Math.Abs(Velocity.Z) < threshold &&
|
|
Math.Abs(AngularVelocity.X) < threshold &&
|
|
Math.Abs(AngularVelocity.Y) < threshold &&
|
|
Math.Abs(AngularVelocity.Z) < threshold);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public LLUUID ObjectOwner
|
|
{
|
|
get { return OwnerID; }
|
|
}
|
|
|
|
// FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
|
|
protected SceneObjectGroup m_parentGroup;
|
|
|
|
public SceneObjectGroup ParentGroup
|
|
{
|
|
get { return m_parentGroup; }
|
|
}
|
|
|
|
public byte UpdateFlag
|
|
{
|
|
get { return m_updateFlag; }
|
|
set { m_updateFlag = value; }
|
|
}
|
|
|
|
#region Constructors
|
|
|
|
/// <summary>
|
|
/// No arg constructor called by region restore db code
|
|
/// </summary>
|
|
public SceneObjectPart()
|
|
{
|
|
// It's not necessary to persist this
|
|
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
|
|
m_TextureAnimation = new byte[0];
|
|
}
|
|
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
|
|
PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
|
|
: this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a completely new SceneObjectPart (prim)
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="parent"></param>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="localID"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="position"></param>
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
|
|
PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset,
|
|
LLVector3 offsetPosition)
|
|
{
|
|
m_name = "Primitive";
|
|
m_regionHandle = regionHandle;
|
|
m_parentGroup = parent;
|
|
|
|
CreationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
|
|
OwnerID = ownerID;
|
|
CreatorID = OwnerID;
|
|
LastOwnerID = LLUUID.Zero;
|
|
UUID = LLUUID.Random();
|
|
LocalId = (uint) (localID);
|
|
Shape = shape;
|
|
// Todo: Add More Object Parameter from above!
|
|
OwnershipCost = 0;
|
|
ObjectSaleType = (byte) 0;
|
|
SalePrice = 0;
|
|
Category = (uint) 0;
|
|
LastOwnerID = CreatorID;
|
|
// End Todo: ///
|
|
GroupPosition = groupPosition;
|
|
OffsetPosition = offsetPosition;
|
|
RotationOffset = rotationOffset;
|
|
Velocity = new LLVector3(0, 0, 0);
|
|
m_rotationalvelocity = new LLVector3(0, 0, 0);
|
|
AngularVelocity = new LLVector3(0, 0, 0);
|
|
Acceleration = new LLVector3(0, 0, 0);
|
|
m_TextureAnimation = new byte[0];
|
|
m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
|
|
m_folderID = LLUUID.Random();
|
|
|
|
Flags = 0;
|
|
Flags |= LLObject.ObjectFlags.Touch |
|
|
LLObject.ObjectFlags.AllowInventoryDrop |
|
|
LLObject.ObjectFlags.CreateSelected;
|
|
|
|
|
|
TrimPermissions();
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Re/create a SceneObjectPart (prim)
|
|
/// currently not used, and maybe won't be
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="parent"></param>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="localID"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="position"></param>
|
|
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, int creationDate, LLUUID ownerID,
|
|
LLUUID creatorID, LLUUID lastOwnerID, uint localID, PrimitiveBaseShape shape,
|
|
LLVector3 position, LLQuaternion rotation, uint flags)
|
|
{
|
|
m_regionHandle = regionHandle;
|
|
m_parentGroup = parent;
|
|
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
|
|
CreationDate = creationDate;
|
|
OwnerID = ownerID;
|
|
CreatorID = creatorID;
|
|
LastOwnerID = lastOwnerID;
|
|
UUID = LLUUID.Random();
|
|
LocalId = (uint) (localID);
|
|
Shape = shape;
|
|
OwnershipCost = 0;
|
|
ObjectSaleType = (byte) 0;
|
|
SalePrice = 0;
|
|
Category = (uint) 0;
|
|
LastOwnerID = CreatorID;
|
|
OffsetPosition = position;
|
|
RotationOffset = rotation;
|
|
ObjectFlags = flags;
|
|
|
|
// Since we don't store script state, this is only a 'temporary' objectflag now
|
|
// If the object is scripted, the script will get loaded and this will be set again
|
|
ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
|
|
|
|
TrimPermissions();
|
|
// ApplyPhysics();
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="xmlreader"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart FromXml(XmlReader xmlReader)
|
|
{
|
|
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
|
|
SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
|
|
|
|
return newobject;
|
|
}
|
|
|
|
public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
|
|
{
|
|
|
|
bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim);
|
|
bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
|
|
|
|
// Added clarification.. since A rigid body is an object that you can kick around, etc.
|
|
bool RigidBody = isPhysical && !isPhantom;
|
|
|
|
// The only time the physics scene shouldn't know about the prim is if it's phantom
|
|
if (!isPhantom)
|
|
{
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
RotationOffset.Y, RotationOffset.Z), RigidBody);
|
|
|
|
// Basic Physics returns null.. joy joy joy.
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.LocalID = LocalId;
|
|
DoPhysicsPropertyUpdate(RigidBody, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ApplyNextOwnerPermissions()
|
|
{
|
|
BaseMask = NextOwnerMask;
|
|
OwnerMask = NextOwnerMask;
|
|
|
|
TriggerScriptChangedEvent(Changed.OWNER);
|
|
|
|
}
|
|
|
|
public void TrimPermissions()
|
|
{
|
|
|
|
BaseMask &= (uint)PermissionMask.All;
|
|
OwnerMask &= (uint)PermissionMask.All;
|
|
GroupMask &= (uint)PermissionMask.All;
|
|
EveryoneMask &= (uint)PermissionMask.All;
|
|
NextOwnerMask &= (uint)PermissionMask.All;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="xmlWriter"></param>
|
|
public void ToXml(XmlWriter xmlWriter)
|
|
{
|
|
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
|
|
serializer.Serialize(xmlWriter, this);
|
|
}
|
|
|
|
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
|
|
{
|
|
// In this case we're using a sphere with a radius of the largest dimention of the prim
|
|
// TODO: Change to take shape into account
|
|
|
|
|
|
EntityIntersection returnresult = new EntityIntersection();
|
|
Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
|
|
|
|
Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
|
|
Quaternion qRotation =
|
|
new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
|
|
|
|
|
|
//Quaternion worldRotation = (qRotation*parentrot);
|
|
//Matrix3 worldRotM = worldRotation.ToRotationMatrix();
|
|
|
|
|
|
Vector3 rOrigin = iray.Origin;
|
|
Vector3 rDirection = iray.Direction;
|
|
|
|
|
|
|
|
//rDirection = rDirection.Normalize();
|
|
// Buidling the first part of the Quadratic equation
|
|
Vector3 r2ndDirection = rDirection*rDirection;
|
|
float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
|
|
|
|
// Buidling the second part of the Quadratic equation
|
|
Vector3 tmVal2 = rOrigin - vAbsolutePosition;
|
|
Vector3 r2Direction = rDirection*2.0f;
|
|
Vector3 tmVal3 = r2Direction*tmVal2;
|
|
|
|
float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
|
|
|
|
// Buidling the third part of the Quadratic equation
|
|
Vector3 tmVal4 = rOrigin*rOrigin;
|
|
Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
|
|
|
|
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
|
|
|
|
|
|
// Set Radius to the largest dimention of the prim
|
|
float radius = 0f;
|
|
if (vScale.x > radius)
|
|
radius = vScale.x;
|
|
if (vScale.y > radius)
|
|
radius = vScale.y;
|
|
if (vScale.z > radius)
|
|
radius = vScale.z;
|
|
|
|
// 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 LLVector3 object has a Distance function, but the Axiom.Math object doesnt.
|
|
// I can write a function to do it.. but I like the fact that this one is Static.
|
|
|
|
LLVector3 distanceConvert1 = new LLVector3(iray.Origin.x, iray.Origin.y, iray.Origin.z);
|
|
LLVector3 distanceConvert2 = new LLVector3(ipoint.x, ipoint.y, ipoint.z);
|
|
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
|
|
|
|
returnresult.distance = distance;
|
|
|
|
return returnresult;
|
|
}
|
|
|
|
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 EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot)
|
|
{
|
|
// 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 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();
|
|
|
|
LLVector3 pos = GetWorldPosition();
|
|
LLQuaternion rot = GetWorldRotation();
|
|
|
|
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
|
|
|
|
Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z);
|
|
AXrot.Normalize();
|
|
|
|
Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z);
|
|
|
|
// 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 = new Vector3();
|
|
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
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 = ((AXrot * tScale));
|
|
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 = AmBb.Cross(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 = normals[i].Dot(FaceB[i]);
|
|
c = iray.Direction.Dot(normals[i]);
|
|
if (c == 0)
|
|
continue;
|
|
|
|
a = (d - iray.Origin.Dot(normals[i])) / c;
|
|
|
|
if (a < 0)
|
|
continue;
|
|
|
|
// If the normal is pointing outside the object
|
|
if (iray.Direction.Dot(normals[i]) < 0)
|
|
{
|
|
|
|
q = iray.Origin + a * iray.Direction;
|
|
|
|
// Is this the closest hit to the object's origin?
|
|
//float distance2 = (float)GetDistanceTo(q, iray.Origin);
|
|
float distance2 = (float)GetDistanceTo(q, AXpos);
|
|
|
|
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());
|
|
returnresult.normal = normals[i];
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
return returnresult;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SetParent(SceneObjectGroup parent)
|
|
{
|
|
m_parentGroup = parent;
|
|
}
|
|
|
|
public void SetSitTarget(Vector3 offset, Quaternion orientation)
|
|
{
|
|
m_sitTargetPosition = offset;
|
|
m_sitTargetOrientation = orientation;
|
|
}
|
|
|
|
public void SetBuoyancy(float fvalue)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.Buoyancy = fvalue;
|
|
}
|
|
}
|
|
|
|
public void SetFloatOnWater(int floatYN)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
if (floatYN == 1)
|
|
{
|
|
PhysActor.FloatOnWater = true;
|
|
}
|
|
else
|
|
{
|
|
PhysActor.FloatOnWater = false;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public LLVector3 GetSitTargetPositionLL()
|
|
{
|
|
return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);
|
|
}
|
|
|
|
public LLQuaternion GetSitTargetOrientationLL()
|
|
{
|
|
return
|
|
new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,
|
|
m_sitTargetOrientation.w);
|
|
}
|
|
|
|
// Utility function so the databases don't have to reference axiom.math
|
|
public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
|
|
{
|
|
if (
|
|
!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
|
|
orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
|
|
{
|
|
m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
|
|
m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
|
|
}
|
|
}
|
|
|
|
public Vector3 GetSitTargetPosition()
|
|
{
|
|
return m_sitTargetPosition;
|
|
}
|
|
|
|
public Quaternion GetSitTargetOrientation()
|
|
{
|
|
return m_sitTargetOrientation;
|
|
}
|
|
|
|
public void SetAvatarOnSitTarget(LLUUID avatarID)
|
|
{
|
|
m_sitTargetAvatar = avatarID;
|
|
TriggerScriptChangedEvent(Changed.LINK);
|
|
}
|
|
|
|
public LLUUID GetAvatarOnSitTarget()
|
|
{
|
|
return m_sitTargetAvatar;
|
|
}
|
|
|
|
|
|
public LLUUID GetRootPartUUID()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
return m_parentGroup.UUID;
|
|
}
|
|
return LLUUID.Zero;
|
|
}
|
|
|
|
public static SceneObjectPart Create()
|
|
{
|
|
SceneObjectPart part = new SceneObjectPart();
|
|
part.UUID = LLUUID.Random();
|
|
|
|
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
|
|
part.Shape = shape;
|
|
|
|
part.Name = "Primitive";
|
|
part.OwnerID = LLUUID.Random();
|
|
|
|
return part;
|
|
}
|
|
|
|
#region Copying
|
|
|
|
/// <summary>
|
|
/// Duplicates this part.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum)
|
|
{
|
|
SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone();
|
|
dupe.m_shape = m_shape.Copy();
|
|
dupe.m_regionHandle = m_regionHandle;
|
|
dupe.UUID = LLUUID.Random();
|
|
dupe.LocalId = localID;
|
|
dupe.OwnerID = AgentID;
|
|
dupe.GroupID = GroupID;
|
|
dupe.GroupPosition = new LLVector3(GroupPosition.X, GroupPosition.Y, GroupPosition.Z);
|
|
dupe.OffsetPosition = new LLVector3(OffsetPosition.X, OffsetPosition.Y, OffsetPosition.Z);
|
|
dupe.RotationOffset =
|
|
new LLQuaternion(RotationOffset.X, RotationOffset.Y, RotationOffset.Z, RotationOffset.W);
|
|
dupe.Velocity = new LLVector3(0, 0, 0);
|
|
dupe.Acceleration = new LLVector3(0, 0, 0);
|
|
dupe.AngularVelocity = new LLVector3(0, 0, 0);
|
|
dupe.ObjectFlags = ObjectFlags;
|
|
|
|
dupe.OwnershipCost = OwnershipCost;
|
|
dupe.ObjectSaleType = ObjectSaleType;
|
|
dupe.SalePrice = SalePrice;
|
|
dupe.Category = Category;
|
|
|
|
dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone();
|
|
|
|
dupe.ResetIDs(linkNum);
|
|
|
|
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
|
|
dupe.LastOwnerID = ObjectOwner;
|
|
|
|
byte[] extraP = new byte[Shape.ExtraParams.Length];
|
|
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
|
dupe.Shape.ExtraParams = extraP;
|
|
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
|
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
|
|
return dupe;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and
|
|
/// generating new LLUUIDs for all the items in the inventory.
|
|
/// </summary>
|
|
/// <param name="linkNum">Link number for the part</param>
|
|
public void ResetIDs(int linkNum)
|
|
{
|
|
UUID = LLUUID.Random();
|
|
LinkNum = linkNum;
|
|
|
|
ResetInventoryIDs();
|
|
}
|
|
|
|
#region Update Scheduling
|
|
|
|
/// <summary>
|
|
/// Clear all pending updates
|
|
/// </summary>
|
|
private void ClearUpdateSchedule()
|
|
{
|
|
m_updateFlag = 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedules this prim for a full update
|
|
/// </summary>
|
|
public void ScheduleFullUpdate()
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.HasGroupChanged = true;
|
|
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);
|
|
}
|
|
|
|
public void AddFlag(LLObject.ObjectFlags flag)
|
|
{
|
|
LLObject.ObjectFlags prevflag = Flags;
|
|
//uint objflags = Flags;
|
|
if ((ObjectFlags & (uint) flag) == 0)
|
|
{
|
|
//Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString());
|
|
Flags |= flag;
|
|
}
|
|
//uint currflag = (uint)Flags;
|
|
//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
|
//ScheduleFullUpdate();
|
|
}
|
|
|
|
public void RemFlag(LLObject.ObjectFlags flag)
|
|
{
|
|
LLObject.ObjectFlags prevflag = Flags;
|
|
if ((ObjectFlags & (uint) flag) != 0)
|
|
{
|
|
//Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString());
|
|
Flags &= ~flag;
|
|
}
|
|
//System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
|
//ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <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);
|
|
}
|
|
}
|
|
|
|
/// <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)LLObject.ObjectFlags.Physics) != 0)
|
|
//{
|
|
// Only send the constant terse updates on physical objects!
|
|
//ScheduleTerseUpdate();
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
|
|
{
|
|
AddFullUpdateToAllAvatars();
|
|
ClearUpdateSchedule();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Shape
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="shapeBlock"></param>
|
|
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
|
|
{
|
|
m_shape.PathBegin = shapeBlock.PathBegin;
|
|
m_shape.PathEnd = shapeBlock.PathEnd;
|
|
m_shape.PathScaleX = shapeBlock.PathScaleX;
|
|
m_shape.PathScaleY = shapeBlock.PathScaleY;
|
|
m_shape.PathShearX = shapeBlock.PathShearX;
|
|
m_shape.PathShearY = shapeBlock.PathShearY;
|
|
m_shape.PathSkew = shapeBlock.PathSkew;
|
|
m_shape.ProfileBegin = shapeBlock.ProfileBegin;
|
|
m_shape.ProfileEnd = shapeBlock.ProfileEnd;
|
|
m_shape.PathCurve = shapeBlock.PathCurve;
|
|
m_shape.ProfileCurve = shapeBlock.ProfileCurve;
|
|
m_shape.ProfileHollow = shapeBlock.ProfileHollow;
|
|
m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
|
|
m_shape.PathRevolutions = shapeBlock.PathRevolutions;
|
|
m_shape.PathTaperX = shapeBlock.PathTaperX;
|
|
m_shape.PathTaperY = shapeBlock.PathTaperY;
|
|
m_shape.PathTwist = shapeBlock.PathTwist;
|
|
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.Shape = m_shape;
|
|
}
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ExtraParams
|
|
|
|
public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
|
|
{
|
|
|
|
|
|
//m_log.Info("TSomething1:" + ((type & (ushort)ExtraParamType.Something1) == (ushort)ExtraParamType.Something1));
|
|
//m_log.Info("TSomething2:" + ((type & (ushort)ExtraParamType.Something2) == (ushort)ExtraParamType.Something2));
|
|
//m_log.Info("TSomething3:" + ((type & (ushort)ExtraParamType.Something3) == (ushort)ExtraParamType.Something3));
|
|
//m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4));
|
|
//m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5));
|
|
//m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6));
|
|
|
|
bool usePhysics = false;
|
|
bool IsTemporary = false;
|
|
bool IsPhantom = false;
|
|
bool castsShadows = false;
|
|
bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
|
//bool IsLocked = false;
|
|
int i = 0;
|
|
|
|
|
|
try
|
|
{
|
|
i += 46;
|
|
//IsLocked = (data[i++] != 0) ? true : false;
|
|
usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false;
|
|
//System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
|
|
IsTemporary = (data[i++] != 0) ? true : false;
|
|
IsPhantom = (data[i++] != 0) ? true : false;
|
|
castsShadows = (data[i++] != 0) ? true : false;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
Console.WriteLine("Ignoring invalid Packet:");
|
|
//Silently ignore it - TODO: FIXME Quick
|
|
}
|
|
|
|
if (usePhysics)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.Physics);
|
|
if (!wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.Physics);
|
|
if (wasUsingPhysics)
|
|
{
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
|
|
|
|
if (IsPhantom)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.Phantom);
|
|
if (PhysActor != null)
|
|
{
|
|
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
/// that's not wholesome. Had to make Scene public
|
|
PhysActor = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.Phantom);
|
|
if (PhysActor == null)
|
|
{
|
|
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
Name,
|
|
Shape,
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z),
|
|
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
RotationOffset.Y, RotationOffset.Z), usePhysics);
|
|
|
|
if (PhysActor != null)
|
|
{
|
|
PhysActor.LocalID = LocalId;
|
|
DoPhysicsPropertyUpdate(usePhysics, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PhysActor.IsPhysical = usePhysics;
|
|
DoPhysicsPropertyUpdate(usePhysics, false);
|
|
}
|
|
}
|
|
|
|
if (IsTemporary)
|
|
{
|
|
AddFlag(LLObject.ObjectFlags.TemporaryOnRez);
|
|
}
|
|
else
|
|
{
|
|
RemFlag(LLObject.ObjectFlags.TemporaryOnRez);
|
|
}
|
|
// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
|
ScheduleFullUpdate();
|
|
}
|
|
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
|
|
}
|
|
}
|
|
public void ScriptSetPhantomStatus(bool Phantom)
|
|
{
|
|
if (m_parentGroup != null)
|
|
{
|
|
m_parentGroup.ScriptSetPhantomStatus(Phantom);
|
|
}
|
|
}
|
|
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
if (UsePhysics != PhysActor.IsPhysical || isNew)
|
|
{
|
|
if (PhysActor.IsPhysical)
|
|
{
|
|
if (!isNew)
|
|
ParentGroup.Scene.RemovePhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
|
PhysActor.delink();
|
|
}
|
|
|
|
PhysActor.IsPhysical = UsePhysics;
|
|
|
|
|
|
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
|
|
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
|
/// that's not wholesome. Had to make Scene public
|
|
//PhysActor = null;
|
|
|
|
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
|
|
{
|
|
//PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
|
//Name,
|
|
//Shape,
|
|
//new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
//AbsolutePosition.Z),
|
|
//new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
|
|
//new Quaternion(RotationOffset.W, RotationOffset.X,
|
|
//RotationOffset.Y, RotationOffset.Z), UsePhysics);
|
|
if (UsePhysics)
|
|
{
|
|
ParentGroup.Scene.AddPhysicalPrim(1);
|
|
|
|
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
|
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
|
if (ParentID != 0 && ParentID != LocalId)
|
|
{
|
|
if (ParentGroup.RootPart.PhysActor != null)
|
|
{
|
|
PhysActor.link(ParentGroup.RootPart.PhysActor);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
}
|
|
|
|
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
|
|
{
|
|
m_shape.ExtraParams = new byte[data.Length + 7];
|
|
int i = 0;
|
|
uint length = (uint) data.Length;
|
|
m_shape.ExtraParams[i++] = 1;
|
|
m_shape.ExtraParams[i++] = (byte) (type%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((type >> 8)%256);
|
|
|
|
m_shape.ExtraParams[i++] = (byte) (length%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 8)%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 16)%256);
|
|
m_shape.ExtraParams[i++] = (byte) ((length >> 24)%256);
|
|
Array.Copy(data, 0, m_shape.ExtraParams, i, data.Length);
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Physics
|
|
|
|
public float GetMass()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return PhysActor.Mass;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public LLVector3 GetGeometricCenter()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
return new LLVector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
|
|
}
|
|
else
|
|
{
|
|
return new LLVector3(0, 0, 0);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Texture
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="textureEntry"></param>
|
|
public void UpdateTextureEntry(byte[] textureEntry)
|
|
{
|
|
m_shape.TextureEntry = textureEntry;
|
|
TriggerScriptChangedEvent(Changed.TEXTURE);
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
|
|
// not handling RGBA properly. Cycles through, and "fixes" the color
|
|
// info
|
|
public void UpdateTexture(LLObject.TextureEntry tex)
|
|
{
|
|
//LLColor tmpcolor;
|
|
//for (uint i = 0; i < 32; i++)
|
|
//{
|
|
// if (tex.FaceTextures[i] != null)
|
|
// {
|
|
// tmpcolor = tex.GetFace((uint) i).RGBA;
|
|
// tmpcolor.A = tmpcolor.A*255;
|
|
// tmpcolor.R = tmpcolor.R*255;
|
|
// tmpcolor.G = tmpcolor.G*255;
|
|
// tmpcolor.B = tmpcolor.B*255;
|
|
// tex.FaceTextures[i].RGBA = tmpcolor;
|
|
// }
|
|
//}
|
|
//tmpcolor = tex.DefaultTexture.RGBA;
|
|
//tmpcolor.A = tmpcolor.A*255;
|
|
//tmpcolor.R = tmpcolor.R*255;
|
|
//tmpcolor.G = tmpcolor.G*255;
|
|
//tmpcolor.B = tmpcolor.B*255;
|
|
//tex.DefaultTexture.RGBA = tmpcolor;
|
|
UpdateTextureEntry(tex.ToBytes());
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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(pTexAnim.Flags); pos++;
|
|
data[pos] = (byte)pTexAnim.Face; pos++;
|
|
data[pos] = (byte)pTexAnim.SizeX; pos++;
|
|
data[pos] = (byte)pTexAnim.SizeX; pos++;
|
|
|
|
Helpers.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
|
|
Helpers.FloatToBytes(pTexAnim.Length ).CopyTo(data, pos + 4);
|
|
Helpers.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
|
|
|
|
m_TextureAnimation = data;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ParticleSystem
|
|
|
|
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
|
{
|
|
m_particleSystem = pSystem.GetBytes();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Position
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateOffSet(LLVector3 pos)
|
|
{
|
|
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
OffsetPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
public void UpdateGroupPosition(LLVector3 pos)
|
|
{
|
|
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
GroupPosition = newPos;
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region rotation
|
|
|
|
public void UpdateRotation(LLQuaternion rot)
|
|
{
|
|
RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
|
|
ScheduleTerseUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Sound
|
|
public void PreloadSound(string sound)
|
|
{
|
|
LLUUID ownerID = OwnerID;
|
|
LLUUID objectID = UUID;
|
|
LLUUID soundID = LLUUID.Zero;
|
|
|
|
if (!LLUUID.TryParse(sound, out soundID))
|
|
{
|
|
//Trys to fetch sound id from prim's inventory.
|
|
//Prim's inventory doesn't support non script items yet
|
|
SceneObjectPart op = this;
|
|
foreach (KeyValuePair<LLUUID, TaskInventoryItem> item in op.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 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);
|
|
}
|
|
}
|
|
|
|
public void SendSound(string sound, double volume, bool triggered, byte flags)
|
|
{
|
|
if (volume > 1)
|
|
volume = 1;
|
|
if (volume < 0)
|
|
volume = 0;
|
|
|
|
LLUUID ownerID = OwnerID;
|
|
LLUUID objectID = UUID;
|
|
LLUUID parentID = GetRootPartUUID();
|
|
LLUUID soundID = LLUUID.Zero;
|
|
LLVector3 position = AbsolutePosition; // region local
|
|
ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
|
|
|
|
//byte flags = 0;
|
|
|
|
if (!LLUUID.TryParse(sound, out soundID))
|
|
{
|
|
// search sound file from inventory
|
|
SceneObjectPart op = this;
|
|
foreach (KeyValuePair<LLUUID, TaskInventoryItem> item in op.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
|
|
if (triggered)
|
|
{
|
|
p.ControllingClient.SendTriggeredSound(soundID, ownerID, objectID, parentID, regionHandle, position, (float)volume);
|
|
}
|
|
else
|
|
{
|
|
p.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)volume, flags);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Resizing/Scale
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="scale"></param>
|
|
public void Resize(LLVector3 scale)
|
|
{
|
|
m_shape.Scale = scale;
|
|
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
|
|
{
|
|
bool set = addRemTF == 1;
|
|
|
|
// Are we the owner?
|
|
if (AgentID == OwnerID)
|
|
{
|
|
switch (field)
|
|
{
|
|
case 2:
|
|
OwnerMask = ApplyMask(OwnerMask, set, mask);
|
|
break;
|
|
case 4:
|
|
GroupMask = ApplyMask(GroupMask, set, mask);
|
|
break;
|
|
case 8:
|
|
EveryoneMask = ApplyMask(EveryoneMask, set, mask);
|
|
break;
|
|
case 16:
|
|
NextOwnerMask = ApplyMask(NextOwnerMask, set, mask);
|
|
break;
|
|
}
|
|
SendFullUpdateToAllClients();
|
|
|
|
SendObjectPropertiesToClient(AgentID);
|
|
|
|
}
|
|
}
|
|
|
|
private void SendObjectPropertiesToClient(LLUUID AgentID)
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
if (avatars[i].UUID == AgentID)
|
|
{
|
|
m_parentGroup.GetProperties(avatars[i].ControllingClient);
|
|
}
|
|
}
|
|
}
|
|
|
|
private uint ApplyMask(uint val, bool set, uint mask)
|
|
{
|
|
if (set)
|
|
{
|
|
return val |= mask;
|
|
}
|
|
else
|
|
{
|
|
return val &= ~mask;
|
|
}
|
|
}
|
|
|
|
#region Client Update Methods
|
|
|
|
/// <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.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.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));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public void AddFullUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
// Ugly reference :(
|
|
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
|
|
avatars[i].GenerateClientFlags(UUID));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
|
|
{
|
|
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
|
|
{
|
|
LLVector3 lPos;
|
|
lPos = OffsetPosition;
|
|
SendFullUpdateToClient(remoteClient, lPos, clientflags);
|
|
}
|
|
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
|
|
{
|
|
LLQuaternion lRot;
|
|
lRot = RotationOffset;
|
|
clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
|
|
if (remoteClient.AgentId == OwnerID)
|
|
{
|
|
if ((uint) (Flags & LLObject.ObjectFlags.CreateSelected) != 0)
|
|
{
|
|
clientFlags |= (uint) LLObject.ObjectFlags.CreateSelected;
|
|
Flags &= ~LLObject.ObjectFlags.CreateSelected;
|
|
}
|
|
}
|
|
|
|
|
|
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, clientFlags, m_uuid,
|
|
OwnerID,
|
|
m_text, color, ParentID, m_particleSystem, lRot, m_clickAction, m_TextureAnimation);
|
|
}
|
|
|
|
/// Terse updates
|
|
public void AddTerseUpdateToAllAvatars()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
avatars[i].QueuePartForUpdate(this);
|
|
}
|
|
}
|
|
|
|
public void AddTerseUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
presence.QueuePartForUpdate(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a terse update to the client.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendTerseUpdate(IClientAPI remoteClient)
|
|
{
|
|
m_parentGroup.SendPartTerseUpdate(remoteClient, this);
|
|
}
|
|
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
LLVector3 lPos;
|
|
lPos = OffsetPosition;
|
|
LLQuaternion mRot = RotationOffset;
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Shape.State);
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity,
|
|
RotationalVelocity);
|
|
//System.Console.WriteLine("LID: " + LocalID + " RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString());
|
|
}
|
|
}
|
|
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient, LLVector3 lPos)
|
|
{
|
|
LLQuaternion mRot = RotationOffset;
|
|
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Shape.State);
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity,
|
|
RotationalVelocity);
|
|
//System.Console.WriteLine("LID: " + LocalID + "RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString());
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public virtual void UpdateMovement()
|
|
{
|
|
}
|
|
|
|
#region Events
|
|
|
|
public void PhysicsRequestingTerseUpdate()
|
|
{
|
|
if (PhysActor != null)
|
|
{
|
|
LLVector3 newpos = new LLVector3(PhysActor.Position.GetBytes(), 0);
|
|
if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f)
|
|
{
|
|
m_parentGroup.AbsolutePosition = newpos;
|
|
return;
|
|
}
|
|
|
|
}
|
|
ScheduleTerseUpdate();
|
|
|
|
//SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void PhysicsOutOfBounds(PhysicsVector pos)
|
|
{
|
|
m_log.Info("[PHYSICS]: Physical Object went out of bounds.");
|
|
RemFlag(LLObject.ObjectFlags.Physics);
|
|
DoPhysicsPropertyUpdate(false, true);
|
|
//m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
|
}
|
|
|
|
public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
}
|
|
|
|
|
|
public void SetText(string text)
|
|
{
|
|
Text = text;
|
|
ScheduleFullUpdate();
|
|
}
|
|
|
|
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 );
|
|
}
|
|
|
|
protected SceneObjectPart(SerializationInfo info, StreamingContext context)
|
|
{
|
|
//System.Console.WriteLine("SceneObjectPart Deserialize BGN");
|
|
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
|
|
/*
|
|
m_queue = (Queue<SceneObjectPart>)info.GetValue("m_queue", typeof(Queue<SceneObjectPart>));
|
|
m_ids = (List<LLUUID>)info.GetValue("m_ids", typeof(List<LLUUID>));
|
|
*/
|
|
|
|
//System.Console.WriteLine("SceneObjectPart Deserialize END");
|
|
}
|
|
|
|
[SecurityPermission(SecurityAction.LinkDemand,
|
|
Flags = SecurityPermissionFlag.SerializationFormatter)]
|
|
public virtual void GetObjectData(
|
|
SerializationInfo info, StreamingContext context)
|
|
{
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
|
|
info.AddValue("m_inventoryFileName", m_inventoryFileName);
|
|
info.AddValue("m_folderID", m_folderID.UUID);
|
|
info.AddValue("PhysActor", PhysActor);
|
|
|
|
Dictionary<Guid, TaskInventoryItem> TaskInventory_work = new Dictionary<Guid, TaskInventoryItem>();
|
|
|
|
foreach (LLUUID id in TaskInventory.Keys)
|
|
{
|
|
TaskInventory_work.Add(id.UUID, TaskInventory[id]);
|
|
}
|
|
|
|
info.AddValue("TaskInventory", TaskInventory_work);
|
|
|
|
info.AddValue("LastOwnerID", LastOwnerID.UUID);
|
|
info.AddValue("OwnerID", OwnerID.UUID);
|
|
info.AddValue("GroupID", GroupID.UUID);
|
|
|
|
info.AddValue("OwnershipCost", OwnershipCost);
|
|
info.AddValue("ObjectSaleType", ObjectSaleType);
|
|
info.AddValue("SalePrice", SalePrice);
|
|
info.AddValue("Category", Category);
|
|
|
|
info.AddValue("CreationDate", CreationDate);
|
|
info.AddValue("ParentID", ParentID);
|
|
|
|
info.AddValue("OwnerMask", OwnerMask);
|
|
info.AddValue("NextOwnerMask", NextOwnerMask);
|
|
info.AddValue("GroupMask", GroupMask);
|
|
info.AddValue("EveryoneMask", EveryoneMask);
|
|
info.AddValue("BaseMask", BaseMask);
|
|
|
|
info.AddValue("m_particleSystem", m_particleSystem);
|
|
|
|
info.AddValue("TimeStampFull", TimeStampFull);
|
|
info.AddValue("TimeStampTerse", TimeStampTerse);
|
|
info.AddValue("TimeStampLastActivity", TimeStampLastActivity);
|
|
|
|
info.AddValue("m_updateFlag", m_updateFlag);
|
|
info.AddValue("CreatorID", CreatorID.UUID);
|
|
|
|
info.AddValue("m_inventorySerial", m_inventorySerial);
|
|
info.AddValue("m_uuid", m_uuid.UUID);
|
|
info.AddValue("m_localID", m_localId);
|
|
info.AddValue("m_name", m_name);
|
|
info.AddValue("m_flags", Flags);
|
|
info.AddValue("m_material", m_material);
|
|
info.AddValue("m_regionHandle", m_regionHandle);
|
|
|
|
info.AddValue("m_groupPosition.X", m_groupPosition.X);
|
|
info.AddValue("m_groupPosition.Y", m_groupPosition.Y);
|
|
info.AddValue("m_groupPosition.Z", m_groupPosition.Z);
|
|
|
|
info.AddValue("m_offsetPosition.X", m_offsetPosition.X);
|
|
info.AddValue("m_offsetPosition.Y", m_offsetPosition.Y);
|
|
info.AddValue("m_offsetPosition.Z", m_offsetPosition.Z);
|
|
|
|
info.AddValue("m_rotationOffset.W", m_rotationOffset.W);
|
|
info.AddValue("m_rotationOffset.X", m_rotationOffset.X);
|
|
info.AddValue("m_rotationOffset.Y", m_rotationOffset.Y);
|
|
info.AddValue("m_rotationOffset.Z", m_rotationOffset.Z);
|
|
|
|
info.AddValue("m_velocity.X", m_velocity.X);
|
|
info.AddValue("m_velocity.Y", m_velocity.Y);
|
|
info.AddValue("m_velocity.Z", m_velocity.Z);
|
|
|
|
info.AddValue("m_rotationalvelocity.X", m_rotationalvelocity.X);
|
|
info.AddValue("m_rotationalvelocity.Y", m_rotationalvelocity.Y);
|
|
info.AddValue("m_rotationalvelocity.Z", m_rotationalvelocity.Z);
|
|
|
|
info.AddValue("m_angularVelocity.X", m_angularVelocity.X);
|
|
info.AddValue("m_angularVelocity.Y", m_angularVelocity.Y);
|
|
info.AddValue("m_angularVelocity.Z", m_angularVelocity.Z);
|
|
|
|
info.AddValue("m_acceleration.X", m_acceleration.X);
|
|
info.AddValue("m_acceleration.Y", m_acceleration.Y);
|
|
info.AddValue("m_acceleration.Z", m_acceleration.Z);
|
|
|
|
info.AddValue("m_description", m_description);
|
|
info.AddValue("m_color", m_color);
|
|
info.AddValue("m_text", m_text);
|
|
info.AddValue("m_sitName", m_sitName);
|
|
info.AddValue("m_touchName", m_touchName);
|
|
info.AddValue("m_clickAction", m_clickAction);
|
|
info.AddValue("m_shape", m_shape);
|
|
info.AddValue("m_parentGroup", m_parentGroup);
|
|
}
|
|
|
|
}
|
|
}
|