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

4954 lines
173 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
using System.Xml;
using System.Xml.Serialization;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.Framework.Scenes
{
#region Enumerations
[Flags]
public enum Changed : uint
{
INVENTORY = 1,
COLOR = 2,
SHAPE = 4,
SCALE = 8,
TEXTURE = 16,
LINK = 32,
ALLOWED_DROP = 64,
OWNER = 128,
REGION = 256,
TELEPORT = 512,
REGION_RESTART = 1024,
MEDIA = 2048,
ANIMATION = 16384
}
// I don't really know where to put this except here.
// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
[Flags]
public enum ExtraParamType
{
Something1 = 1,
Something2 = 2,
Something3 = 4,
Something4 = 8,
Flexible = 16,
Light = 32,
Sculpt = 48,
Something5 = 64,
Something6 = 128
}
[Flags]
public enum TextureAnimFlags : byte
{
NONE = 0x00,
ANIM_ON = 0x01,
LOOP = 0x02,
REVERSE = 0x04,
PING_PONG = 0x08,
SMOOTH = 0x10,
ROTATE = 0x20,
SCALE = 0x40
}
public enum PrimType : int
{
BOX = 0,
CYLINDER = 1,
PRISM = 2,
SPHERE = 3,
TORUS = 4,
TUBE = 5,
RING = 6,
SCULPT = 7
}
public enum UpdateRequired : byte
{
NONE = 0,
TERSE = 1,
FULL = 2
}
#endregion Enumerations
public class SceneObjectPart : ISceneEntity
{
/// <value>
/// Denote all sides of the prim
/// </value>
public const int ALL_SIDES = -1;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Dynamic attributes can be created and deleted as required.
/// </summary>
public DAMap DynAttrs { get; set; }
private DOMap m_dynObjs;
/// <summary>
/// Dynamic objects that can be created and deleted as required.
/// </summary>
public DOMap DynObjs
{
get
{
if (m_dynObjs == null)
m_dynObjs = new DOMap();
return m_dynObjs;
}
set
{
m_dynObjs = value;
}
}
/// <value>
/// Is this a root part?
/// </value>
/// <remarks>
/// This will return true even if the whole object is attached to an avatar.
/// </remarks>
public bool IsRoot
{
get { return ParentGroup.RootPart == this; }
}
/// <summary>
/// Is an explicit sit target set for this part?
/// </summary>
public bool IsSitTargetSet
{
get
{
return
!(SitTargetPosition == Vector3.Zero
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
}
}
#region Fields
public bool AllowedDrop;
public bool DIE_AT_EDGE;
public bool RETURN_AT_EDGE;
public bool BlockGrab;
public bool StatusSandbox;
public Vector3 StatusSandboxPos;
[XmlIgnore]
public int[] PayPrice = {-2,-2,-2,-2,-2};
[XmlIgnore]
/// <summary>
/// The representation of this part in the physics scene.
/// </summary>
/// <remarks>
/// If you use this property more than once in a section of code then you must take a reference and use that.
/// If another thread is simultaneously turning physics off on this part then this refernece could become
/// null at any time.
/// </remarks>
public PhysicsActor PhysActor { get; set; }
//Xantor 20080528 Sound stuff:
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
// Not a big problem as long as the script that sets it remains in the prim on startup.
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
public UUID Sound;
public byte SoundFlags;
public double SoundGain;
public double SoundRadius;
/// <summary>
/// Should sounds played from this prim be queued?
/// </summary>
/// <remarks>
/// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
/// </remarks>
public bool SoundQueueing { get; set; }
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse;
public int STATUS_ROTATE_X;
public int STATUS_ROTATE_Y;
public int STATUS_ROTATE_Z;
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value>
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
/// </value>
private UUID m_fromUserInventoryItemID;
public UUID FromUserInventoryItemID
{
get { return m_fromUserInventoryItemID; }
set { m_fromUserInventoryItemID = value; }
}
public scriptEvents AggregateScriptEvents;
public Vector3 AttachedPos;
public Vector3 RotationAxis = Vector3.One;
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
public bool IsWaitingForFirstSpinUpdatePacket;
public Quaternion SpinOldOrientation = Quaternion.Identity;
protected int m_APIDIterations = 0;
protected Quaternion m_APIDTarget = Quaternion.Identity;
protected float m_APIDDamp = 0;
protected float m_APIDStrength = 0;
/// <summary>
/// This part's inventory
/// </summary>
public IEntityInventory Inventory
{
get { return m_inventory; }
}
protected SceneObjectPartInventory m_inventory;
public bool Undoing;
public bool IgnoreUndoUpdate = false;
public PrimFlags LocalFlags;
private float m_damage = -1.0f;
private byte[] m_TextureAnimation;
private byte m_clickAction;
private Color m_color = Color.Black;
private readonly List<uint> m_lastColliders = new List<uint>();
private int m_linkNum;
private int m_scriptAccessPin;
private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
private Vector3 m_sitTargetPosition;
private string m_sitAnimation = "SIT";
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly List<UndoState> m_undo = new List<UndoState>(5);
private readonly List<UndoState> m_redo = new List<UndoState>(5);
private bool m_passTouches = false;
private bool m_passCollisions = false;
protected Vector3 m_acceleration;
protected Vector3 m_angularVelocity;
//unkown if this will be kept, added as a way of removing the group position from the group class
protected Vector3 m_groupPosition;
protected uint m_localId;
protected Material m_material = OpenMetaverse.Material.Wood;
protected string m_name;
protected Vector3 m_offsetPosition;
protected SceneObjectGroup m_parentGroup;
protected byte[] m_particleSystem = Utils.EmptyBytes;
protected ulong m_regionHandle;
protected Quaternion m_rotationOffset = Quaternion.Identity;
protected PrimitiveBaseShape m_shape;
protected UUID m_uuid;
protected Vector3 m_velocity;
protected Vector3 m_lastPosition;
protected Quaternion m_lastRotation;
protected Vector3 m_lastVelocity;
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
protected float m_density = 1000.0f; // in kg/m^3
protected float m_gravitymod = 1.0f;
protected float m_friction = 0.6f; // wood
protected float m_bounce = 0.5f; // wood
/// <summary>
/// Stores media texture data
/// </summary>
protected string m_mediaUrl;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
private Vector3 m_cameraEyeOffset;
private Vector3 m_cameraAtOffset;
private bool m_forceMouselook;
// TODO: Collision sound should have default.
private UUID m_collisionSound;
private float m_collisionSoundVolume;
public KeyframeMotion KeyframeMotion
{
get; set;
}
#endregion Fields
// ~SceneObjectPart()
// {
// Console.WriteLine(
// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
// }
#region Constructors
/// <summary>
/// No arg constructor called by region restore db code
/// </summary>
public SceneObjectPart()
{
m_TextureAnimation = Utils.EmptyBytes;
m_particleSystem = Utils.EmptyBytes;
Rezzed = DateTime.UtcNow;
Description = String.Empty;
DynAttrs = new DAMap();
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
m_inventory = new SceneObjectPartInventory(this);
}
/// <summary>
/// Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
/// </summary>
/// <param name="ownerID"></param>
/// <param name="shape"></param>
/// <param name="position"></param>
/// <param name="rotationOffset"></param>
/// <param name="offsetPosition"></param>
public SceneObjectPart(
UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
Quaternion rotationOffset, Vector3 offsetPosition) : this()
{
m_name = "Primitive";
CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
LastOwnerID = CreatorID = OwnerID = ownerID;
UUID = UUID.Random();
Shape = shape;
OwnershipCost = 0;
ObjectSaleType = 0;
SalePrice = 0;
Category = 0;
GroupPosition = groupPosition;
OffsetPosition = offsetPosition;
RotationOffset = rotationOffset;
Velocity = Vector3.Zero;
AngularVelocity = Vector3.Zero;
Acceleration = Vector3.Zero;
Flags = 0;
CreateSelected = true;
TrimPermissions();
}
#endregion Constructors
#region XML Schema
private UUID _lastOwnerID;
private UUID _ownerID;
private UUID _groupID;
private int _ownershipCost;
private byte _objectSaleType;
private int _salePrice;
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
private uint _baseMask = (uint)(PermissionMask.All | PermissionMask.Export);
private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
private uint _groupMask = (uint)PermissionMask.None;
private uint _everyoneMask = (uint)PermissionMask.None;
private uint _nextOwnerMask = (uint)PermissionMask.All;
private PrimFlags _flags = PrimFlags.None;
private DateTime m_expires;
private DateTime m_rezzed;
private bool m_createSelected = false;
private UUID _creatorID;
public UUID CreatorID
{
get { return _creatorID; }
set { _creatorID = value; }
}
private string m_creatorData = string.Empty;
/// <summary>
/// Data about the creator in the form home_url;name
/// </summary>
public string CreatorData
{
get { return m_creatorData; }
set { m_creatorData = value; }
}
/// <summary>
/// Used by the DB layer to retrieve / store the entire user identification.
/// The identification can either be a simple UUID or a string of the form
/// uuid[;home_url[;name]]
/// </summary>
public string CreatorIdentification
{
get
{
if (CreatorData != null && CreatorData != string.Empty)
return CreatorID.ToString() + ';' + CreatorData;
else
return CreatorID.ToString();
}
set
{
if ((value == null) || (value != null && value == string.Empty))
{
CreatorData = string.Empty;
return;
}
if (!value.Contains(";")) // plain UUID
{
UUID uuid = UUID.Zero;
UUID.TryParse(value, out uuid);
CreatorID = uuid;
}
else // <uuid>[;<endpoint>[;name]]
{
string name = "Unknown User";
string[] parts = value.Split(';');
if (parts.Length >= 1)
{
UUID uuid = UUID.Zero;
UUID.TryParse(parts[0], out uuid);
CreatorID = uuid;
}
if (parts.Length >= 2)
{
CreatorData = parts[1];
if (!CreatorData.EndsWith("/"))
CreatorData += "/";
}
if (parts.Length >= 3)
name = parts[2];
CreatorData += ';' + name;
}
}
}
/// <summary>
/// A relic from when we we thought that prims contained folder objects. In
/// reality, prim == folder
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
/// </summary>
public UUID FolderID
{
get { return UUID; }
set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
}
/// <value>
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
/// </value>
public uint InventorySerial
{
get { return m_inventory.Serial; }
set { m_inventory.Serial = value; }
}
/// <value>
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
/// </value>
public TaskInventoryDictionary TaskInventory
{
get { return m_inventory.Items; }
set { m_inventory.Items = value; }
}
/// <summary>
/// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
/// </summary>
[Obsolete("Use Flags property instead")]
public uint ObjectFlags
{
get { return (uint)Flags; }
set { Flags = (PrimFlags)value; }
}
public UUID UUID
{
get { return m_uuid; }
set
{
m_uuid = value;
// This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
if (Inventory != null)
Inventory.ResetObjectID();
}
}
public uint LocalId
{
get { return m_localId; }
set
{
m_localId = value;
// m_log.DebugFormat("[SCENE OBJECT PART]: Set part {0} to local id {1}", Name, m_localId);
}
}
public virtual string Name
{
get { return m_name; }
set
{
m_name = value;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SOPName = value;
}
}
public byte Material
{
get { return (byte) m_material; }
set
{
m_material = (Material)value;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SetMaterial((int)value);
}
}
[XmlIgnore]
public bool PassTouches
{
get { return m_passTouches; }
set
{
m_passTouches = value;
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public bool PassCollisions
{
get { return m_passCollisions; }
set
{
m_passCollisions = value;
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public Dictionary<int, string> CollisionFilter
{
get { return m_CollisionFilter; }
set
{
m_CollisionFilter = value;
}
}
protected Quaternion APIDTarget
{
get { return m_APIDTarget; }
set { m_APIDTarget = value; }
}
protected float APIDDamp
{
get { return m_APIDDamp; }
set { m_APIDDamp = value; }
}
protected float APIDStrength
{
get { return m_APIDStrength; }
set { m_APIDStrength = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set { m_regionHandle = value; }
}
public int ScriptAccessPin
{
get { return m_scriptAccessPin; }
set { m_scriptAccessPin = (int)value; }
}
private SceneObjectPart m_PlaySoundMasterPrim = null;
public SceneObjectPart PlaySoundMasterPrim
{
get { return m_PlaySoundMasterPrim; }
set { m_PlaySoundMasterPrim = value; }
}
private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
public List<SceneObjectPart> PlaySoundSlavePrims
{
get { return m_PlaySoundSlavePrims; }
set { m_PlaySoundSlavePrims = value; }
}
private SceneObjectPart m_LoopSoundMasterPrim = null;
public SceneObjectPart LoopSoundMasterPrim
{
get { return m_LoopSoundMasterPrim; }
set { m_LoopSoundMasterPrim = value; }
}
private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
public List<SceneObjectPart> LoopSoundSlavePrims
{
get { return m_LoopSoundSlavePrims; }
set { m_LoopSoundSlavePrims = value; }
}
public Byte[] TextureAnimation
{
get { return m_TextureAnimation; }
set { m_TextureAnimation = value; }
}
public Byte[] ParticleSystem
{
get { return m_particleSystem; }
set { m_particleSystem = value; }
}
public DateTime Expires
{
get { return m_expires; }
set { m_expires = value; }
}
public DateTime Rezzed
{
get { return m_rezzed; }
set { m_rezzed = value; }
}
public float Damage
{
get { return m_damage; }
set { m_damage = value; }
}
/// <summary>
/// The position of the entire group that this prim belongs to.
/// </summary>
public Vector3 GroupPosition
{
get
{
// If this is a linkset, we don't want the physics engine mucking up our group position here.
PhysicsActor actor = PhysActor;
// If physical and the root prim of a linkset, the position of the group is what physics thinks.
if (actor != null && ParentID == 0)
m_groupPosition = actor.Position;
// If I'm an attachment, my position is reported as the position of who I'm attached to
if (ParentGroup.IsAttachment)
{
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
return sp.AbsolutePosition;
}
return m_groupPosition;
}
set
{
m_groupPosition = value;
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim actually goes at Position
if (ParentID == 0)
{
actor.Position = value;
}
else
{
// The physics engine always sees all objects (root or linked) in world coordinates.
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
}
// Tell the physics engines that this prim changed.
if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
catch (Exception e)
{
m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
}
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
if (SitTargetAvatar != UUID.Zero)
{
ScenePresence avatar;
if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
{
avatar.ParentPosition = GetWorldPosition();
}
}
}
}
public Vector3 OffsetPosition
{
get { return m_offsetPosition; }
set
{
// StoreUndoState();
m_offsetPosition = value;
if (ParentGroup != null && !ParentGroup.IsDeleted)
{
PhysicsActor actor = PhysActor;
if (ParentID != 0 && actor != null)
{
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
// Tell the physics engines that this prim changed.
if (ParentGroup.Scene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
public Vector3 RelativePosition
{
get
{
if (IsRoot)
{
if (ParentGroup.IsAttachment)
return AttachedPos;
else
return AbsolutePosition;
}
else
{
return OffsetPosition;
}
}
}
public Quaternion RotationOffset
{
get
{
// We don't want the physics engine mucking up the rotations in a linkset
PhysicsActor actor = PhysActor;
// If this is a root of a linkset, the real rotation is what the physics engine thinks.
// If not a root prim, the offset rotation is computed by SOG and is relative to the root.
if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
{
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
{
m_rotationOffset = actor.Orientation;
}
}
// float roll, pitch, yaw = 0;
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
//
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
// new Vector3(roll, pitch, yaw), Name, LocalId);
return m_rotationOffset;
}
set
{
StoreUndoState();
m_rotationOffset = value;
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim gets value directly
if (ParentID == 0)
{
actor.Orientation = value;
//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
}
else
{
// Child prim we have to calculate it's world rotationwel
Quaternion resultingrotation = GetWorldRotation();
actor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
}
if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
//}
}
catch (Exception ex)
{
m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
}
}
// float roll, pitch, yaw = 0;
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
//
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
// new Vector3(roll, pitch, yaw), Name, LocalId);
}
}
/// <summary></summary>
public Vector3 Velocity
{
get
{
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (actor.IsPhysical)
{
m_velocity = actor.Velocity;
}
}
return m_velocity;
}
set
{
m_velocity = value;
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (actor.IsPhysical)
{
actor.Velocity = value;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
/// <summary>Update angular velocity and schedule terse update.</summary>
public void UpdateAngularVelocity(Vector3 avel)
{
AngularVelocity = avel;
ScheduleTerseUpdate();
ParentGroup.HasGroupChanged = true;
}
/// <summary>Get or set angular velocity. Does not schedule update.</summary>
public Vector3 AngularVelocity
{
get
{
PhysicsActor actor = PhysActor;
if ((actor != null) && actor.IsPhysical)
{
m_angularVelocity = actor.RotationalVelocity;
}
return m_angularVelocity;
}
set { m_angularVelocity = value; }
}
/// <summary></summary>
public Vector3 Acceleration
{
get { return m_acceleration; }
set { m_acceleration = value; }
}
public string Description { get; set; }
/// <value>
/// Text color.
/// </value>
public Color Color
{
get { return m_color; }
set { m_color = value; }
}
public string Text
{
get
{
if (m_text.Length > 255)
return m_text.Substring(0, 254);
return m_text;
}
set { m_text = value; }
}
public string SitName
{
get { return m_sitName; }
set { m_sitName = value; }
}
public string TouchName
{
get { return m_touchName; }
set { m_touchName = value; }
}
public int LinkNum
{
get { return m_linkNum; }
set
{
// if (ParentGroup != null)
// {
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Setting linknum of {0}@{1} to {2} from {3}",
// Name, AbsolutePosition, value, m_linkNum);
// Util.PrintCallStack();
// }
m_linkNum = value;
}
}
public byte ClickAction
{
get { return m_clickAction; }
set
{
m_clickAction = value;
}
}
public PrimitiveBaseShape Shape
{
get { return m_shape; }
set { m_shape = value;}
}
/// <summary>
/// Change the scale of this part.
/// </summary>
public Vector3 Scale
{
get { return m_shape.Scale; }
set
{
if (m_shape != null)
{
StoreUndoState();
m_shape.Scale = value;
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (ParentGroup.Scene != null)
{
if (ParentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
TriggerScriptChangedEvent(Changed.SCALE);
}
}
public UpdateRequired UpdateFlag { get; set; }
public bool UpdatePhysRequired { get; set; }
/// <summary>
/// Used for media on a prim.
/// </summary>
/// Do not change this value directly - always do it through an IMoapModule.
public string MediaUrl
{
get
{
return m_mediaUrl;
}
set
{
m_mediaUrl = value;
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public bool CreateSelected
{
get { return m_createSelected; }
set
{
// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
m_createSelected = value;
}
}
#endregion
//---------------
#region Public Properties with only Get
public Vector3 AbsolutePosition
{
get
{
if (ParentGroup.IsAttachment)
return GroupPosition;
return m_offsetPosition + m_groupPosition;
}
}
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
private set { m_parentGroup = value; }
}
public scriptEvents ScriptEvents
{
get { return AggregateScriptEvents; }
}
public Quaternion SitTargetOrientation
{
get { return m_sitTargetOrientation; }
set
{
m_sitTargetOrientation = value;
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target orientation {0} for {1} {2}", m_sitTargetOrientation, Name, LocalId);
}
}
public Vector3 SitTargetPosition
{
get { return m_sitTargetPosition; }
set
{
m_sitTargetPosition = value;
// m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target position to {0} for {1} {2}", m_sitTargetPosition, Name, LocalId);
}
}
// This sort of sucks, but I'm adding these in to make some of
// the mappings more consistant.
public Vector3 SitTargetPositionLL
{
get { return m_sitTargetPosition; }
set { m_sitTargetPosition = value; }
}
public Quaternion SitTargetOrientationLL
{
get { return m_sitTargetOrientation; }
set { m_sitTargetOrientation = value; }
}
public bool Stopped
{
get {
double threshold = 0.02;
return (Math.Abs(Velocity.X) < threshold &&
Math.Abs(Velocity.Y) < threshold &&
Math.Abs(Velocity.Z) < threshold &&
Math.Abs(AngularVelocity.X) < threshold &&
Math.Abs(AngularVelocity.Y) < threshold &&
Math.Abs(AngularVelocity.Z) < threshold);
}
}
/// <summary>
/// The parent ID of this part.
/// </summary>
/// <remarks>
/// If this is a root part which is not attached to an avatar then the value will be 0.
/// If this is a root part which is attached to an avatar then the value is the local id of that avatar.
/// If this is a child part then the value is the local ID of the root part.
/// </remarks>
public uint ParentID
{
get { return _parentID; }
set { _parentID = value; }
}
public int CreationDate
{
get { return _creationDate; }
set { _creationDate = value; }
}
public uint Category
{
get { return _category; }
set { _category = value; }
}
public int SalePrice
{
get { return _salePrice; }
set { _salePrice = value; }
}
public byte ObjectSaleType
{
get { return _objectSaleType; }
set { _objectSaleType = value; }
}
public int OwnershipCost
{
get { return _ownershipCost; }
set { _ownershipCost = value; }
}
public UUID GroupID
{
get { return _groupID; }
set { _groupID = value; }
}
public UUID OwnerID
{
get { return _ownerID; }
set { _ownerID = value; }
}
public UUID LastOwnerID
{
get { return _lastOwnerID; }
set { _lastOwnerID = value; }
}
public uint BaseMask
{
get { return _baseMask; }
set { _baseMask = value; }
}
public uint OwnerMask
{
get { return _ownerMask; }
set { _ownerMask = value; }
}
public uint GroupMask
{
get { return _groupMask; }
set { _groupMask = value; }
}
public uint EveryoneMask
{
get { return _everyoneMask; }
set { _everyoneMask = value; }
}
public uint NextOwnerMask
{
get { return _nextOwnerMask; }
set { _nextOwnerMask = value; }
}
/// <summary>
/// Property flags. See OpenMetaverse.PrimFlags
/// </summary>
/// <remarks>
/// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
/// </remarks>
public PrimFlags Flags
{
get { return _flags; }
set
{
// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
_flags = value;
}
}
/// <summary>
/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
/// </summary>
public UUID SitTargetAvatar { get; set; }
/// <summary>
/// IDs of all avatars sat on this part.
/// </summary>
/// <remarks>
/// We need to track this so that we can stop sat upon prims from being attached.
/// </remarks>
/// <value>
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
/// </value>
private HashSet<UUID> m_sittingAvatars;
public virtual UUID RegionID
{
get
{
if (ParentGroup.Scene != null)
return ParentGroup.Scene.RegionInfo.RegionID;
else
return UUID.Zero;
}
set {} // read only
}
private UUID _parentUUID = UUID.Zero;
public UUID ParentUUID
{
get
{
if (ParentGroup != null)
_parentUUID = ParentGroup.UUID;
return _parentUUID;
}
set { _parentUUID = value; }
}
public string SitAnimation
{
get { return m_sitAnimation; }
set { m_sitAnimation = value; }
}
public UUID CollisionSound
{
get { return m_collisionSound; }
set
{
m_collisionSound = value;
aggregateScriptEvents();
}
}
public float CollisionSoundVolume
{
get { return m_collisionSoundVolume; }
set { m_collisionSoundVolume = value; }
}
public byte DefaultPhysicsShapeType()
{
byte type;
if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
type = (byte)PhysShapeType.convex;
else
type = (byte)PhysShapeType.prim;
return type;
}
public byte PhysicsShapeType
{
get { return m_physicsShapeType; }
set
{
byte oldv = m_physicsShapeType;
if (value >= 0 && value <= (byte)PhysShapeType.convex)
{
if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
m_physicsShapeType = DefaultPhysicsShapeType();
else
m_physicsShapeType = value;
}
else
m_physicsShapeType = DefaultPhysicsShapeType();
if (m_physicsShapeType != oldv && ParentGroup != null)
{
if (m_physicsShapeType == (byte)PhysShapeType.none)
{
if (PhysActor != null)
{
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
if (ParentGroup.RootPart == this)
AngularVelocity = new Vector3(0, 0, 0);
ParentGroup.Scene.RemovePhysicalPrim(1);
RemoveFromPhysics();
}
}
else if (PhysActor == null)
{
ApplyPhysics((uint)Flags, VolumeDetectActive);
}
else
{
PhysActor.PhysicsShapeType = m_physicsShapeType;
}
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
if (m_physicsShapeType != value)
{
UpdatePhysRequired = true;
}
}
}
public float Density // in kg/m^3
{
get { return m_density; }
set
{
if (value >=1 && value <= 22587.0)
{
m_density = value;
UpdatePhysRequired = true;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Density = Density;
}
}
public float GravityModifier
{
get { return m_gravitymod; }
set
{
if( value >= -1 && value <=28.0f)
{
m_gravitymod = value;
UpdatePhysRequired = true;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.GravModifier = GravityModifier;
}
}
public float Friction
{
get { return m_friction; }
set
{
if (value >= 0 && value <= 255.0f)
{
m_friction = value;
UpdatePhysRequired = true;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Friction = Friction;
}
}
public float Restitution
{
get { return m_bounce; }
set
{
if (value >= 0 && value <= 1.0f)
{
m_bounce = value;
UpdatePhysRequired = true;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Restitution = Restitution;
}
}
#endregion Public Properties with only Get
private uint ApplyMask(uint val, bool set, uint mask)
{
if (set)
{
return val |= mask;
}
else
{
return val &= ~mask;
}
}
/// <summary>
/// Clear all pending updates of parts to clients
/// </summary>
public void ClearUpdateSchedule()
{
UpdateFlag = UpdateRequired.NONE;
}
/// <summary>
/// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
/// </summary>
/// <param name="client"></param>
public void SendPropertiesToClient(IClientAPI client)
{
client.SendObjectPropertiesReply(this);
}
// TODO: unused:
// private void handleTimerAccounting(uint localID, double interval)
// {
// if (localID == LocalId)
// {
// float sec = (float)interval;
// if (m_parentGroup != null)
// {
// if (sec == 0)
// {
// if (m_parentGroup.scriptScore + 0.001f >= float.MaxValue - 0.001)
// m_parentGroup.scriptScore = 0;
//
// m_parentGroup.scriptScore += 0.001f;
// return;
// }
//
// if (m_parentGroup.scriptScore + (0.001f / sec) >= float.MaxValue - (0.001f / sec))
// m_parentGroup.scriptScore = 0;
// m_parentGroup.scriptScore += (0.001f / sec);
// }
// }
// }
#region Public Methods
public void ResetExpire()
{
Expires = DateTime.Now + new TimeSpan(600000000);
}
public void AddFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((Flags & flag) == 0)
{
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
Flags |= flag;
if (flag == PrimFlags.TemporaryOnRez)
ResetExpire();
}
// m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
}
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
{
m_particleSystem = pSystem.GetBytes();
}
public void RemoveParticleSystem()
{
m_particleSystem = new byte[0];
}
public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
{
byte[] data = new byte[16];
int pos = 0;
// The flags don't like conversion from uint to byte, so we have to do
// it the crappy way. See the above function :(
data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++;
data[pos] = (byte)pTexAnim.Face; pos++;
data[pos] = (byte)pTexAnim.SizeX; pos++;
data[pos] = (byte)pTexAnim.SizeY; pos++;
Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
m_TextureAnimation = data;
}
public void AdjustSoundGain(double volume)
{
if (volume > 1)
volume = 1;
if (volume < 0)
volume = 0;
ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
{
client.SendAttachedSoundGainChange(UUID, (float)volume);
});
}
/// <summary>
/// hook to the physics scene to apply impulse
/// This is sent up to the group, which then finds the root prim
/// and applies the force on the root prim of the group
/// </summary>
/// <param name="impulsei">Vector force</param>
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
{
Vector3 impulse = impulsei;
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = newimpulse;
}
if (ParentGroup != null)
{
ParentGroup.applyImpulse(impulse);
}
}
/// <summary>
/// hook to the physics scene to apply angular impulse
/// This is sent up to the group, which then finds the root prim
/// and applies the force on the root prim of the group
/// </summary>
/// <param name="impulsei">Vector force</param>
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
Vector3 impulse = impulsei;
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = newimpulse;
}
ParentGroup.applyAngularImpulse(impulse);
}
/// <summary>
/// hook to the physics scene to apply angular impulse
/// This is sent up to the group, which then finds the root prim
/// and applies the force on the root prim of the group
/// </summary>
/// <param name="impulsei">Vector force</param>
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
Vector3 impulse = impulsei;
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = newimpulse;
}
ParentGroup.setAngularImpulse(impulse);
}
/// <summary>
/// Apply physics to this part.
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="VolumeDetectActive"></param>
public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive)
{
VolumeDetectActive = _VolumeDetectActive;
if (!ParentGroup.Scene.CollidablePrims)
return;
if (PhysicsShapeType == (byte)PhysShapeType.none)
return;
bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
if (_VolumeDetectActive)
isPhantom = true;
if (IsJoint())
{
DoPhysicsPropertyUpdate(isPhysical, true);
}
else
{
if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
AddToPhysics(isPhysical, isPhantom, isPhysical);
}
else
PhysActor = null; // just to be sure
}
}
public byte ConvertScriptUintToByte(uint indata)
{
byte outdata = (byte)TextureAnimFlags.NONE;
if ((indata & 1) != 0) outdata |= (byte)TextureAnimFlags.ANIM_ON;
if ((indata & 2) != 0) outdata |= (byte)TextureAnimFlags.LOOP;
if ((indata & 4) != 0) outdata |= (byte)TextureAnimFlags.REVERSE;
if ((indata & 8) != 0) outdata |= (byte)TextureAnimFlags.PING_PONG;
if ((indata & 16) != 0) outdata |= (byte)TextureAnimFlags.SMOOTH;
if ((indata & 32) != 0) outdata |= (byte)TextureAnimFlags.ROTATE;
if ((indata & 64) != 0) outdata |= (byte)TextureAnimFlags.SCALE;
return outdata;
}
/// <summary>
/// Duplicates this part.
/// </summary>
/// <param name="localID"></param>
/// <param name="AgentID"></param>
/// <param name="GroupID"></param>
/// <param name="linkNum"></param>
/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
/// <returns></returns>
public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
{
SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
dupe.m_shape = m_shape.Copy();
dupe.m_regionHandle = m_regionHandle;
if (userExposed)
dupe.UUID = UUID.Random();
dupe.PhysActor = null;
dupe.OwnerID = AgentID;
dupe.GroupID = GroupID;
dupe.GroupPosition = GroupPosition;
dupe.OffsetPosition = OffsetPosition;
dupe.RotationOffset = RotationOffset;
dupe.Velocity = Velocity;
dupe.Acceleration = Acceleration;
dupe.AngularVelocity = AngularVelocity;
dupe.Flags = Flags;
dupe.OwnershipCost = OwnershipCost;
dupe.ObjectSaleType = ObjectSaleType;
dupe.SalePrice = SalePrice;
dupe.Category = Category;
dupe.m_rezzed = m_rezzed;
dupe.m_inventory = new SceneObjectPartInventory(dupe);
dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
if (userExposed)
{
dupe.ResetIDs(linkNum);
dupe.m_inventory.HasInventoryChanged = true;
}
else
{
dupe.m_inventory.HasInventoryChanged = m_inventory.HasInventoryChanged;
}
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe.LastOwnerID = OwnerID;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
// safeguard actual copy is done in sog.copy
dupe.KeyframeMotion = null;
dupe.PayPrice = (int[])PayPrice.Clone();
dupe.DynAttrs.CopyFrom(DynAttrs);
if (userExposed)
{
/*
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{
ParentGroup.Scene.AssetService.Get(
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
}
*/
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
return dupe;
}
/// <summary>
/// Called back by asynchronous asset fetch.
/// </summary>
/// <param name="id">ID of asset received</param>
/// <param name="sender">Register</param>
/// <param name="asset"></param>
/*
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
if (asset != null)
SculptTextureCallback(asset);
else
m_log.WarnFormat(
"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
Name, UUID, id);
}
*/
/// <summary>
/// Do a physics property update for a NINJA joint.
/// </summary>
/// <param name="UsePhysics"></param>
/// <param name="isNew"></param>
protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
{
if (UsePhysics)
{
// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
PhysicsJointType jointType;
if (IsHingeJoint())
{
jointType = PhysicsJointType.Hinge;
}
else if (IsBallJoint())
{
jointType = PhysicsJointType.Ball;
}
else
{
jointType = PhysicsJointType.Ball;
}
List<string> bodyNames = new List<string>();
string RawParams = Description;
string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
string trackedBodyName = null;
if (jointParams.Length >= 2)
{
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
{
string bodyName = jointParams[iBodyName];
bodyNames.Add(bodyName);
if (bodyName != "NULL")
{
if (trackedBodyName == null)
{
trackedBodyName = bodyName;
}
}
}
}
SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
Quaternion localRotation = Quaternion.Identity;
if (trackedBody != null)
{
localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
}
else
{
// error, output it below
}
PhysicsJoint joint;
joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
AbsolutePosition,
this.RotationOffset,
Description,
bodyNames,
trackedBodyName,
localRotation);
if (trackedBody == null)
{
ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
}
}
else
{
if (isNew)
{
// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
// delete, and if we try to delete it, due to asynchronous processing, the deletion request
// will get processed later at an indeterminate time, which could cancel a later-arriving
// joint creation request.
}
else
{
// here we turn off the joint object, so remove the joint from the physics scene
ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
// make sure client isn't interpolating the joint proxy object
Velocity = Vector3.Zero;
AngularVelocity = Vector3.Zero;
Acceleration = Vector3.Zero;
}
}
}
/// <summary>
/// Do a physics propery update for this part.
/// </summary>
/// <param name="UsePhysics"></param>
/// <param name="isNew"></param>
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
if (ParentGroup.Scene == null)
return;
if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
return;
if (IsJoint())
{
DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
}
else
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
if (UsePhysics != pa.IsPhysical || isNew)
{
if (pa.IsPhysical) // implies UsePhysics==false for this block
{
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds -= PhysicsOutOfBounds;
pa.delink();
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
{
// destroy all joints connected to this now deactivated body
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
}
// stop client-side interpolation of all joint proxy objects that have just been deleted
// this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback,
// which stops client-side interpolation of deactivated joint proxy objects.
}
if (!UsePhysics && !isNew)
{
// reset velocity to 0 on physics switch-off. Without that, the client thinks the
// prim still has velocity and continues to interpolate its position along the old
// velocity-vector.
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
//RotationalVelocity = new Vector3(0, 0, 0);
}
pa.IsPhysical = UsePhysics;
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
/// that's not wholesome. Had to make Scene public
//PhysActor = null;
if ((Flags & PrimFlags.Phantom) == 0)
{
if (UsePhysics)
{
if (ParentGroup.RootPart.KeyframeMotion != null)
ParentGroup.RootPart.KeyframeMotion.Stop();
ParentGroup.RootPart.KeyframeMotion = null;
ParentGroup.Scene.AddPhysicalPrim(1);
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId)
{
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
pa.link(parentPa);
}
}
}
}
}
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
// mesh data.
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
/// <summary>
/// Restore this part from the serialized xml representation.
/// </summary>
/// <param name="xmlReader"></param>
/// <returns></returns>
public static SceneObjectPart FromXml(XmlTextReader xmlReader)
{
SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
// for tempOnRez objects, we have to fix the Expire date.
if ((part.Flags & PrimFlags.TemporaryOnRez) != 0)
part.ResetExpire();
return part;
}
public bool GetDieAtEdge()
{
if (ParentGroup.IsDeleted)
return false;
return ParentGroup.RootPart.DIE_AT_EDGE;
}
public bool GetReturnAtEdge()
{
if (ParentGroup.IsDeleted)
return false;
return ParentGroup.RootPart.RETURN_AT_EDGE;
}
public void SetReturnAtEdge(bool p)
{
if (ParentGroup.IsDeleted)
return;
ParentGroup.RootPart.RETURN_AT_EDGE = p;
}
public bool GetBlockGrab()
{
if (ParentGroup.IsDeleted)
return false;
return ParentGroup.RootPart.BlockGrab;
}
public void SetBlockGrab(bool p)
{
if (ParentGroup.IsDeleted)
return;
ParentGroup.RootPart.BlockGrab = p;
}
public void SetStatusSandbox(bool p)
{
if (ParentGroup.IsDeleted)
return;
StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition;
ParentGroup.RootPart.StatusSandbox = p;
}
public bool GetStatusSandbox()
{
if (ParentGroup.IsDeleted)
return false;
return ParentGroup.RootPart.StatusSandbox;
}
public int GetAxisRotation(int axis)
{
//Cannot use ScriptBaseClass constants as no referance to it currently.
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
return STATUS_ROTATE_X;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
return STATUS_ROTATE_Y;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
return STATUS_ROTATE_Z;
return 0;
}
public double GetDistanceTo(Vector3 a, Vector3 b)
{
float dx = a.X - b.X;
float dy = a.Y - b.Y;
float dz = a.Z - b.Z;
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public uint GetEffectiveObjectFlags()
{
// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
// value rather than reference
// PrimFlags f = _flags;
// if (m_parentGroup == null || m_parentGroup.RootPart == this)
// f &= ~(PrimFlags.Touch | PrimFlags.Money);
return (uint)Flags | (uint)LocalFlags;
}
public Vector3 GetGeometricCenter()
{
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.GeometricCenter;
else
return Vector3.Zero;
}
public Vector3 GetCenterOfMass()
{
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.CenterOfMass;
else
return Vector3.Zero;
}
public float GetMass()
{
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.Mass;
else
return 0;
}
public Vector3 GetForce()
{
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.Force;
else
return Vector3.Zero;
}
/// <summary>
/// Method for a prim to get it's world position from the group.
/// </summary>
/// <remarks>
/// Remember, the Group Position simply gives the position of the group itself
/// </remarks>
/// <returns>A Linked Child Prim objects position in world</returns>
public Vector3 GetWorldPosition()
{
Vector3 ret;
if (_parentID == 0)
// if a root SOP, my position is what it is
ret = GroupPosition;
else
{
// If a child SOP, my position is relative to the root SOP so take
// my info and add the root's position and rotation to
// get my world position.
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Vector3 translationOffsetPosition = OffsetPosition * parentRot;
ret = ParentGroup.AbsolutePosition + translationOffsetPosition;
}
return ret;
}
/// <summary>
/// Gets the rotation of this prim offset by the group rotation
/// </summary>
/// <returns></returns>
public Quaternion GetWorldRotation()
{
Quaternion newRot;
if (this.LinkNum == 0 || this.LinkNum == 1)
{
newRot = RotationOffset;
}
else
{
// A child SOP's rotation is relative to the root SOP's rotation.
// Combine them to get my absolute rotation.
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Quaternion oldRot = RotationOffset;
newRot = parentRot * oldRot;
}
return newRot;
}
public void MoveToTarget(Vector3 target, float tau)
{
if (tau > 0)
{
ParentGroup.moveToTarget(target, tau);
}
else
{
StopMoveToTarget();
}
}
/// <summary>
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
/// </summary>
/// <param name="height">Height to hover. Height of zero disables hover.</param>
/// <param name="hoverType">Determines what the height is relative to </param>
/// <param name="tau">Number of seconds over which to reach target</param>
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
ParentGroup.SetHoverHeight(height, hoverType, tau);
}
public void StopHover()
{
ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
}
public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
{
}
public bool CollisionFilteredOut(UUID objectID, string objectName)
{
if(CollisionFilter.Count == 0)
return false;
if (CollisionFilter.ContainsValue(objectID.ToString()) ||
CollisionFilter.ContainsValue(objectID.ToString() + objectName) ||
CollisionFilter.ContainsValue(UUID.Zero.ToString() + objectName))
{
if (CollisionFilter.ContainsKey(1))
return false;
return true;
}
if (CollisionFilter.ContainsKey(1))
return true;
return false;
}
private DetectedObject CreateDetObject(SceneObjectPart obj)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = obj.GroupID;
return detobj;
}
private DetectedObject CreateDetObject(ScenePresence av)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.ControllingClient.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
return detobj;
}
private DetectedObject CreateDetObjectForGround()
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = UUID.Zero;
detobj.nameStr = "";
detobj.ownerUUID = UUID.Zero;
detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
detobj.rotQuat = Quaternion.Identity;
detobj.velVector = Vector3.Zero;
detobj.colliderType = 0;
detobj.groupUUID = UUID.Zero;
return detobj;
}
private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
{
ColliderArgs colliderArgs = new ColliderArgs();
List<DetectedObject> colliding = new List<DetectedObject>();
foreach (uint localId in colliders)
{
if (localId == 0)
continue;
SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
if (obj != null)
{
if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
colliding.Add(CreateDetObject(obj));
}
else
{
ScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
if (av != null && (!av.IsChildAgent))
{
if (!dest.CollisionFilteredOut(av.UUID, av.Name))
colliding.Add(CreateDetObject(av));
}
}
}
colliderArgs.Colliders = colliding;
return colliderArgs;
}
private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
private void SendCollisionEvent(scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
{
bool sendToRoot = false;
ColliderArgs CollidingMessage;
if (colliders.Count > 0)
{
if ((ScriptEvents & ev) != 0)
{
CollidingMessage = CreateColliderArgs(this, colliders);
if (CollidingMessage.Colliders.Count > 0)
notify(LocalId, CollidingMessage);
if (PassCollisions)
sendToRoot = true;
}
else
{
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
sendToRoot = true;
}
if (sendToRoot && ParentGroup.RootPart != this)
{
CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
if (CollidingMessage.Colliders.Count > 0)
notify(ParentGroup.RootPart.LocalId, CollidingMessage);
}
}
}
private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
{
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
{
ColliderArgs LandCollidingMessage = new ColliderArgs();
List<DetectedObject> colliding = new List<DetectedObject>();
colliding.Add(CreateDetObjectForGround());
LandCollidingMessage.Colliders = colliding;
notify(LocalId, LandCollidingMessage);
}
}
public void PhysicsCollision(EventArgs e)
{
if (ParentGroup.Scene == null || ParentGroup.IsDeleted)
return;
// single threaded here
CollisionEventUpdate a = (CollisionEventUpdate)e;
Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
List<uint> thisHitColliders = new List<uint>();
List<uint> endedColliders = new List<uint>();
List<uint> startedColliders = new List<uint>();
// calculate things that started colliding this time
// and build up list of colliders this time
foreach (uint localid in collissionswith.Keys)
{
thisHitColliders.Add(localid);
if (!m_lastColliders.Contains(localid))
startedColliders.Add(localid);
}
// calculate things that ended colliding
foreach (uint localID in m_lastColliders)
{
if (!thisHitColliders.Contains(localID))
endedColliders.Add(localID);
}
//add the items that started colliding this time to the last colliders list.
foreach (uint localID in startedColliders)
m_lastColliders.Add(localID);
// remove things that ended colliding from the last colliders list
foreach (uint localID in endedColliders)
m_lastColliders.Remove(localID);
// play the sound.
if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
{
ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
if (soundModule != null)
{
soundModule.SendSound(UUID, CollisionSound,
CollisionSoundVolume, true, 0, 0, false,
false);
}
}
SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
if (startedColliders.Contains(0))
SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
if (m_lastColliders.Contains(0))
SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
if (endedColliders.Contains(0))
SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
}
public void PhysicsOutOfBounds(Vector3 pos)
{
// Note: This is only being called on the root prim at this time.
m_log.ErrorFormat(
"[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition);
RemFlag(PrimFlags.Physics);
DoPhysicsPropertyUpdate(false, true);
}
public void PhysicsRequestingTerseUpdate()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
{
ParentGroup.AbsolutePosition = newpos;
return;
}
//ParentGroup.RootPart.m_groupPosition = newpos;
}
if (pa != null && ParentID != 0 && ParentGroup != null)
{
// Special case where a child object is requesting property updates.
// This happens when linksets are modified to use flexible links rather than
// the default links.
// The simulator code presumes that child parts are only modified by scripts
// so the logic for changing position/rotation/etc does not take into
// account the physical object actually moving.
// This code updates the offset position and rotation of the child and then
// lets the update code push the update to the viewer.
// Since physics engines do not normally generate this event for linkset children,
// this code will not be active unless you have a specially configured
// physics engine.
Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
m_offsetPosition = pa.Position - m_groupPosition;
RotationOffset = pa.Orientation * invRootRotation;
// m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
// "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
}
ScheduleTerseUpdate();
}
public void RemFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((Flags & flag) != 0)
{
//m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
Flags &= ~flag;
}
//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
//ScheduleFullUpdate();
}
public void RemoveScriptEvents(UUID scriptid)
{
lock (m_scriptEvents)
{
if (m_scriptEvents.ContainsKey(scriptid))
{
scriptEvents oldparts = scriptEvents.None;
oldparts = (scriptEvents) m_scriptEvents[scriptid];
// remove values from aggregated script events
AggregateScriptEvents &= ~oldparts;
m_scriptEvents.Remove(scriptid);
aggregateScriptEvents();
}
}
}
/// <summary>
/// Reset UUIDs for this part. This involves generate this part's own UUID and
/// generating new UUIDs for all the items in the inventory.
/// </summary>
/// <param name="linkNum">Link number for the part</param>
public void ResetIDs(int linkNum)
{
UUID = UUID.Random();
LinkNum = linkNum;
LocalId = 0;
Inventory.ResetInventoryIDs();
}
/// <summary>
/// Set the scale of this part.
/// </summary>
/// <remarks>
/// Unlike the scale property, this checks the new size against scene limits and schedules a full property
/// update to viewers.
/// </remarks>
/// <param name="scale"></param>
public void Resize(Vector3 scale)
{
PhysicsActor pa = PhysActor;
if (ParentGroup.Scene != null)
{
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
}
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
Scale = scale;
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
public void RotLookAt(Quaternion target, float strength, float damping)
{
if (ParentGroup.IsAttachment)
{
/*
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
if (avatar != null)
{
Rotate the Av?
} */
}
else
{
APIDDamp = damping;
APIDStrength = strength;
APIDTarget = target;
if (APIDStrength <= 0)
{
m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
return;
}
m_APIDIterations = 1 + (int)(Math.PI * APIDStrength);
}
// Necessary to get the lookat deltas applied
ParentGroup.QueueForUpdateCheck();
}
public void StartLookAt(Quaternion target, float strength, float damping)
{
RotLookAt(target,strength,damping);
}
public void StopLookAt()
{
APIDTarget = Quaternion.Identity;
}
public void ScheduleFullUpdateIfNone()
{
if (ParentGroup == null)
return;
// ??? ParentGroup.HasGroupChanged = true;
if (UpdateFlag != UpdateRequired.FULL)
ScheduleFullUpdate();
}
/// <summary>
/// Schedules this prim for a full update
/// </summary>
public void ScheduleFullUpdate()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
if (ParentGroup == null)
return;
ParentGroup.QueueForUpdateCheck();
int timeNow = Util.UnixTimeSinceEpoch();
// If multiple updates are scheduled on the same second, we still need to perform all of them
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
// to be performed.
if (timeNow <= TimeStampFull)
{
TimeStampFull += 1;
}
else
{
TimeStampFull = (uint)timeNow;
}
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
/// <summary>
/// Schedule a terse update for this prim. Terse updates only send position,
/// rotation, velocity and rotational velocity information.
/// </summary>
public void ScheduleTerseUpdate()
{
if (ParentGroup == null)
return;
// This was pulled from SceneViewer. Attachments always receive full updates.
// I could not verify if this is a requirement but this maintains existing behavior
if (ParentGroup.IsAttachment)
{
ScheduleFullUpdate();
return;
}
if (UpdateFlag == UpdateRequired.NONE)
{
ParentGroup.HasGroupChanged = true;
ParentGroup.QueueForUpdateCheck();
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
// UUID, Name, TimeStampTerse);
}
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
{
ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
}
/// <summary>
/// Set sculpt and mesh data, and tell the physics engine to process the change.
/// </summary>
/// <param name="texture">The mesh itself.</param>
/*
public void SculptTextureCallback(AssetBase texture)
{
if (m_shape.SculptEntry)
{
// commented out for sculpt map caching test - null could mean a cached sculpt map has been found
//if (texture != null)
{
if (texture != null)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
m_shape.SculptData = texture.Data;
}
PhysicsActor pa = PhysActor;
if (pa != null)
{
// Update the physics actor with the new loaded sculpt data and set the taint signal.
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
}
*/
/// <summary>
/// Send a full update to the client for the given part
/// </summary>
/// <param name="remoteClient"></param>
protected internal void SendFullUpdate(IClientAPI remoteClient)
{
if (ParentGroup == null)
return;
// m_log.DebugFormat(
// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
if (IsRoot)
{
if (ParentGroup.IsAttachment)
{
SendFullUpdateToClient(remoteClient, AttachedPos);
}
else
{
SendFullUpdateToClient(remoteClient, AbsolutePosition);
}
}
else
{
SendFullUpdateToClient(remoteClient);
}
}
/// <summary>
/// Send a full update for this part to all clients.
/// </summary>
public void SendFullUpdateToAllClients()
{
if (ParentGroup == null)
return;
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendFullUpdate(avatar.ControllingClient);
});
}
/// <summary>
/// Sends a full update to the client
/// </summary>
/// <param name="remoteClient"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
SendFullUpdateToClient(remoteClient, OffsetPosition);
}
/// <summary>
/// Sends a full update to the client
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="lPos"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos)
{
if (ParentGroup == null)
return;
// Suppress full updates during attachment editing
//
if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
return;
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment
&& ParentGroup.AttachedAvatar != remoteClient.AgentId
&& ParentGroup.HasPrivateAttachmentPoint)
return;
if (remoteClient.AgentId == OwnerID)
{
if ((Flags & PrimFlags.CreateSelected) != 0)
Flags &= ~PrimFlags.CreateSelected;
}
//bool isattachment = IsAttachment;
//if (LocalId != ParentGroup.RootPart.LocalId)
//isattachment = ParentGroup.RootPart.IsAttachment;
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
/// <summary>
/// Tell all the prims which have had updates scheduled
/// </summary>
public void SendScheduledUpdates()
{
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f;
const int TIME_MS_TOLERANCE = 3000;
switch (UpdateFlag)
{
case UpdateRequired.TERSE:
{
ClearUpdateSchedule();
// Throw away duplicate or insignificant updates
if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
!Acceleration.Equals(m_lastAcceleration) ||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{
SendTerseUpdateToAllClients();
// Update the "last" values
m_lastPosition = OffsetPosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastTerseSent = Environment.TickCount;
}
break;
}
case UpdateRequired.FULL:
{
ClearUpdateSchedule();
SendFullUpdateToAllClients();
break;
}
}
}
/// <summary>
/// Send a terse update to all clients
/// </summary>
public void SendTerseUpdateToAllClients()
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
SendTerseUpdateToClient(client);
});
}
public void SetAxisRotation(int axis, int rotate)
{
ParentGroup.SetAxisRotation(axis, rotate);
//Cannot use ScriptBaseClass constants as no referance to it currently.
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
STATUS_ROTATE_X = rotate;
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
STATUS_ROTATE_Y = rotate;
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
STATUS_ROTATE_Z = rotate;
}
public void SetBuoyancy(float fvalue)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Buoyancy = fvalue;
}
public void SetDieAtEdge(bool p)
{
if (ParentGroup.IsDeleted)
return;
ParentGroup.RootPart.DIE_AT_EDGE = p;
}
public void SetFloatOnWater(int floatYN)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.FloatOnWater = floatYN == 1;
}
public void SetForce(Vector3 force)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Force = force;
}
public void SetVehicleType(int type)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleType = type;
}
public void SetVehicleFloatParam(int param, float value)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleFloatParam(param, value);
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleVectorParam(param, value);
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleRotationParam(param, rotation);
}
/// <summary>
/// Set the color & alpha of prim faces
/// </summary>
/// <param name="face"></param>
/// <param name="color"></param>
/// <param name="alpha"></param>
public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
{
Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
float clippedAlpha = alpha.HasValue ?
Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
// The only way to get a deep copy/ If we don't do this, we can
// never detect color changes further down.
Byte[] buf = Shape.Textures.GetBytes();
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
Color4 texcolor;
if (face >= 0 && face < GetNumberOfSides())
{
texcolor = tex.CreateFace((uint)face).RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.FaceTextures[face].RGBA = texcolor;
UpdateTextureEntry(tex.GetBytes());
return;
}
else if (face == ALL_SIDES)
{
for (uint i = 0; i < GetNumberOfSides(); i++)
{
if (tex.FaceTextures[i] != null)
{
texcolor = tex.FaceTextures[i].RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.FaceTextures[i].RGBA = texcolor;
}
texcolor = tex.DefaultTexture.RGBA;
texcolor.R = clippedColor.X;
texcolor.G = clippedColor.Y;
texcolor.B = clippedColor.Z;
if (alpha.HasValue)
{
texcolor.A = clippedAlpha;
}
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTextureEntry(tex.GetBytes());
return;
}
}
/// <summary>
/// Get the number of sides that this part has.
/// </summary>
/// <returns></returns>
public int GetNumberOfSides()
{
int ret = 0;
bool hasCut;
bool hasHollow;
bool hasDimple;
bool hasProfileCut;
PrimType primType = GetPrimType();
HasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
switch (primType)
{
case PrimType.BOX:
ret = 6;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.CYLINDER:
ret = 3;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.PRISM:
ret = 5;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.SPHERE:
ret = 1;
if (hasCut) ret += 2;
if (hasDimple) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.TORUS:
ret = 1;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.TUBE:
ret = 4;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.RING:
ret = 3;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case PrimType.SCULPT:
// Special mesh handling
if (Shape.SculptType == (byte)SculptType.Mesh)
ret = 8; // if it's a mesh then max 8 faces
else
ret = 1; // if it's a sculpt then max 1 face
break;
}
return ret;
}
/// <summary>
/// Tell us what type this prim is
/// </summary>
/// <param name="primShape"></param>
/// <returns></returns>
public PrimType GetPrimType()
{
if (Shape.SculptEntry)
return PrimType.SCULPT;
if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
{
if (Shape.PathCurve == (byte)Extrusion.Straight)
return PrimType.BOX;
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
return PrimType.TUBE;
}
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
if (Shape.PathCurve == (byte)Extrusion.Straight)
return PrimType.CYLINDER;
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
return PrimType.TORUS;
}
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{
if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
return PrimType.SPHERE;
}
else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
{
if (Shape.PathCurve == (byte)Extrusion.Straight)
return PrimType.PRISM;
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
return PrimType.RING;
}
return PrimType.BOX;
}
/// <summary>
/// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
/// </summary>
/// <param name="primType"></param>
/// <param name="shape"></param>
/// <param name="hasCut"></param>
/// <param name="hasHollow"></param>
/// <param name="hasDimple"></param>
/// <param name="hasProfileCut"></param>
protected static void HasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
out bool hasDimple, out bool hasProfileCut)
{
if (primType == PrimType.BOX
||
primType == PrimType.CYLINDER
||
primType == PrimType.PRISM)
hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
else
hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
hasHollow = shape.ProfileHollow > 0;
hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
hasProfileCut = hasDimple; // is it the same thing?
}
public void SetVehicleFlags(int param, bool remove)
{
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleFlags(param, remove);
}
public void SetGroup(UUID groupID, IClientAPI client)
{
// Scene.AddNewPrims() calls with client == null so can't use this.
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Setting group for {0} to {1} for {2}",
// Name, groupID, OwnerID);
GroupID = groupID;
if (client != null)
SendPropertiesToClient(client);
UpdateFlag = UpdateRequired.FULL;
}
/// <summary>
/// Set the parent group of this prim.
/// </summary>
public void SetParent(SceneObjectGroup parent)
{
ParentGroup = parent;
}
// Use this for attachments! LocalID should be avatar's localid
public void SetParentLocalId(uint localID)
{
ParentID = localID;
}
public void SetPhysicsAxisRotation()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
pa.LockAngularMotion(RotationAxis);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
/// <summary>
/// Set the events that this part will pass on to listeners.
/// </summary>
/// <param name="scriptid"></param>
/// <param name="events"></param>
public void SetScriptEvents(UUID scriptid, int events)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}",
// scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name);
// scriptEvents oldparts;
lock (m_scriptEvents)
{
if (m_scriptEvents.ContainsKey(scriptid))
{
// oldparts = m_scriptEvents[scriptid];
// remove values from aggregated script events
if (m_scriptEvents[scriptid] == (scriptEvents) events)
return;
m_scriptEvents[scriptid] = (scriptEvents) events;
}
else
{
m_scriptEvents.Add(scriptid, (scriptEvents) events);
}
}
aggregateScriptEvents();
}
/// <summary>
/// Set the text displayed for this part.
/// </summary>
/// <param name="text"></param>
public void SetText(string text)
{
Text = text;
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
}
/// <summary>
/// Set the text displayed for this part.
/// </summary>
/// <param name="text"></param>
/// <param name="color"></param>
/// <param name="alpha"></param>
public void SetText(string text, Vector3 color, double alpha)
{
Color = Color.FromArgb((int) (alpha*0xff),
(int) (color.X*0xff),
(int) (color.Y*0xff),
(int) (color.Z*0xff));
SetText(text);
}
public void StopMoveToTarget()
{
ParentGroup.stopMoveToTarget();
ParentGroup.ScheduleGroupForTerseUpdate();
//ParentGroup.ScheduleGroupForFullUpdate();
}
public void StoreUndoState()
{
StoreUndoState(false);
}
public void StoreUndoState(bool forGroup)
{
if (ParentGroup == null || ParentGroup.Scene == null)
return;
if (Undoing)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
return;
}
if (IgnoreUndoUpdate)
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
return;
}
lock (m_undo)
{
if (m_undo.Count > 0)
{
UndoState last = m_undo[m_undo.Count - 1];
if (last != null)
{
// TODO: May need to fix for group comparison
if (last.Compare(this))
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
// Name, LocalId, m_undo.Count);
return;
}
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
if (ParentGroup.Scene.MaxUndoCount > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
m_undo.Add(nUndo);
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
m_undo.RemoveAt(0);
if (m_redo.Count > 0)
m_redo.Clear();
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
// Name, LocalId, forGroup, m_undo.Count);
}
}
}
/// <summary>
/// Return number of undos on the stack. Here temporarily pending a refactor.
/// </summary>
public int UndoCount
{
get
{
lock (m_undo)
return m_undo.Count;
}
}
public void Undo()
{
lock (m_undo)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
// Name, LocalId, m_undo.Count);
if (m_undo.Count > 0)
{
UndoState goback = m_undo[m_undo.Count - 1];
m_undo.RemoveAt(m_undo.Count - 1);
UndoState nUndo = null;
if (ParentGroup.Scene.MaxUndoCount > 0)
{
nUndo = new UndoState(this, goback.ForGroup);
}
goback.PlaybackState(this);
if (nUndo != null)
{
m_redo.Add(nUndo);
if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
m_redo.RemoveAt(0);
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_undo.Count);
}
}
public void Redo()
{
lock (m_undo)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
// Name, LocalId, m_redo.Count);
if (m_redo.Count > 0)
{
UndoState gofwd = m_redo[m_redo.Count - 1];
m_redo.RemoveAt(m_redo.Count - 1);
if (ParentGroup.Scene.MaxUndoCount > 0)
{
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
m_undo.Add(nUndo);
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
m_undo.RemoveAt(0);
}
gofwd.PlayfwdState(this);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_redo.Count);
}
}
}
public void ClearUndoState()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
lock (m_undo)
{
m_undo.Clear();
m_redo.Clear();
}
}
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
{
// In this case we're using a sphere with a radius of the largest dimension of the prim
// TODO: Change to take shape into account
EntityIntersection result = new EntityIntersection();
Vector3 vAbsolutePosition = AbsolutePosition;
Vector3 vScale = Scale;
Vector3 rOrigin = iray.Origin;
Vector3 rDirection = iray.Direction;
//rDirection = rDirection.Normalize();
// Buidling the first part of the Quadratic equation
Vector3 r2ndDirection = rDirection*rDirection;
float itestPart1 = r2ndDirection.X + r2ndDirection.Y + r2ndDirection.Z;
// Buidling the second part of the Quadratic equation
Vector3 tmVal2 = rOrigin - vAbsolutePosition;
Vector3 r2Direction = rDirection*2.0f;
Vector3 tmVal3 = r2Direction*tmVal2;
float itestPart2 = tmVal3.X + tmVal3.Y + tmVal3.Z;
// Buidling the third part of the Quadratic equation
Vector3 tmVal4 = rOrigin*rOrigin;
Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
// Set Radius to the largest dimension of the prim
float radius = 0f;
if (vScale.X > radius)
radius = vScale.X;
if (vScale.Y > radius)
radius = vScale.Y;
if (vScale.Z > radius)
radius = vScale.Z;
// the second part of this is the default prim size
// once we factor in the aabb of the prim we're adding we can
// change this to;
// radius = (radius / 2) - 0.01f;
//
radius = (radius / 2) + (0.5f / 2) - 0.1f;
//radius = radius;
float itestPart3 = tmVal4.X + tmVal4.Y + tmVal4.Z + tmVal5.X + tmVal5.Y + tmVal5.Z -
(2.0f*(tmVal6.X + tmVal6.Y + tmVal6.Z + (radius*radius)));
// Yuk Quadradrics.. Solve first
float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
if (rootsqr < 0.0f)
{
// No intersection
return result;
}
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
if (root < 0.0f)
{
// perform second quadratic root solution
root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
// is there any intersection?
if (root < 0.0f)
{
// nope, no intersection
return result;
}
}
// We got an intersection. putting together an EntityIntersection object with the
// intersection information
Vector3 ipoint =
new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
iray.Origin.Z + (iray.Direction.Z*root));
result.HitTF = true;
result.ipoint = ipoint;
// Normal is calculated by the difference and then normalizing the result
Vector3 normalpart = ipoint - vAbsolutePosition;
result.normal = normalpart / normalpart.Length();
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
// I can write a function to do it.. but I like the fact that this one is Static.
Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
result.distance = distance;
return result;
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
{
// In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
// This breaks down into the ray---> plane equation.
// TODO: Change to take shape into account
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
Vector3[] normals = new Vector3[6]; // Normal for Facei
Vector3[] AAfacenormals = new Vector3[6]; // Axis Aligned face normals
AAfacenormals[0] = new Vector3(1, 0, 0);
AAfacenormals[1] = new Vector3(0, 1, 0);
AAfacenormals[2] = new Vector3(-1, 0, 0);
AAfacenormals[3] = new Vector3(0, -1, 0);
AAfacenormals[4] = new Vector3(0, 0, 1);
AAfacenormals[5] = new Vector3(0, 0, -1);
Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B
Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C
Vector3 cross = new Vector3();
Vector3 pos = GetWorldPosition();
Quaternion rot = GetWorldRotation();
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = rot;
AXrot.Normalize();
Vector3 AXpos = pos;
// tScale is the offset to derive the vertex based on the scale.
// it's different for each vertex because we've got to rotate it
// to get the world position of the vertex to produce the Oriented Bounding Box
Vector3 tScale = Vector3.Zero;
Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f);
//Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale));
//Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1));
// rScale is the rotated offset to find a vertex based on the scale and the world rotation.
Vector3 rScale = new Vector3();
// Get Vertexes for Faces Stick them into ABCD for each Face
// Form: Face<vertex>[face] that corresponds to the below diagram
#region ABCD Face Vertex Map Comment Diagram
// A _________ B
// | |
// | 4 top |
// |_________|
// C D
// A _________ B
// | Back |
// | 3 |
// |_________|
// C D
// A _________ B B _________ A
// | Left | | Right |
// | 0 | | 2 |
// |_________| |_________|
// C D D C
// A _________ B
// | Front |
// | 1 |
// |_________|
// C D
// C _________ D
// | |
// | 5 bot |
// |_________|
// A B
#endregion
#region Plane Decomposition of Oriented Bounding Box
tScale = new Vector3(AXscale.X, -AXscale.Y, AXscale.Z);
rScale = tScale * AXrot;
vertexes[0] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[0].X = pos.X + vertexes[0].X;
//vertexes[0].Y = pos.Y + vertexes[0].Y;
//vertexes[0].Z = pos.Z + vertexes[0].Z;
FaceA[0] = vertexes[0];
FaceB[3] = vertexes[0];
FaceA[4] = vertexes[0];
tScale = AXscale;
rScale = tScale * AXrot;
vertexes[1] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[1].X = pos.X + vertexes[1].X;
// vertexes[1].Y = pos.Y + vertexes[1].Y;
//vertexes[1].Z = pos.Z + vertexes[1].Z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
tScale = new Vector3(AXscale.X, -AXscale.Y, -AXscale.Z);
rScale = tScale * AXrot;
vertexes[2] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
//vertexes[2].X = pos.X + vertexes[2].X;
//vertexes[2].Y = pos.Y + vertexes[2].Y;
//vertexes[2].Z = pos.Z + vertexes[2].Z;
FaceC[0] = vertexes[2];
FaceD[3] = vertexes[2];
FaceC[5] = vertexes[2];
tScale = new Vector3(AXscale.X, AXscale.Y, -AXscale.Z);
rScale = tScale * AXrot;
vertexes[3] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
//vertexes[3].X = pos.X + vertexes[3].X;
// vertexes[3].Y = pos.Y + vertexes[3].Y;
// vertexes[3].Z = pos.Z + vertexes[3].Z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
tScale = new Vector3(-AXscale.X, AXscale.Y, AXscale.Z);
rScale = tScale * AXrot;
vertexes[4] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[4].X = pos.X + vertexes[4].X;
// vertexes[4].Y = pos.Y + vertexes[4].Y;
// vertexes[4].Z = pos.Z + vertexes[4].Z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
tScale = new Vector3(-AXscale.X, AXscale.Y, -AXscale.Z);
rScale = tScale * AXrot;
vertexes[5] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[5].X = pos.X + vertexes[5].X;
// vertexes[5].Y = pos.Y + vertexes[5].Y;
// vertexes[5].Z = pos.Z + vertexes[5].Z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
tScale = new Vector3(-AXscale.X, -AXscale.Y, AXscale.Z);
rScale = tScale * AXrot;
vertexes[6] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[6].X = pos.X + vertexes[6].X;
// vertexes[6].Y = pos.Y + vertexes[6].Y;
// vertexes[6].Z = pos.Z + vertexes[6].Z;
FaceB[2] = vertexes[6];
FaceA[3] = vertexes[6];
FaceB[4] = vertexes[6];
tScale = new Vector3(-AXscale.X, -AXscale.Y, -AXscale.Z);
rScale = tScale * AXrot;
vertexes[7] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
// vertexes[7].X = pos.X + vertexes[7].X;
// vertexes[7].Y = pos.Y + vertexes[7].Y;
// vertexes[7].Z = pos.Z + vertexes[7].Z;
FaceD[2] = vertexes[7];
FaceC[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
// Get our plane normals
for (int i = 0; i < 6; i++)
{
//m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]);
// Our Plane direction
AmBa = FaceA[i] - FaceB[i];
AmBb = FaceB[i] - FaceC[i];
cross = Vector3.Cross(AmBb, AmBa);
// normalize the cross product to get the normal.
normals[i] = cross / cross.Length();
//m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString());
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
}
EntityIntersection result = new EntityIntersection();
result.distance = 1024;
float c = 0;
float a = 0;
float d = 0;
Vector3 q = new Vector3();
#region OBB Version 2 Experiment
//float fmin = 999999;
//float fmax = -999999;
//float s = 0;
//for (int i=0;i<6;i++)
//{
//s = iray.Direction.Dot(normals[i]);
//d = normals[i].Dot(FaceB[i]);
//if (s == 0)
//{
//if (iray.Origin.Dot(normals[i]) > d)
//{
//return result;
//}
// else
//{
//continue;
//}
//}
//a = (d - iray.Origin.Dot(normals[i])) / s;
//if (iray.Direction.Dot(normals[i]) < 0)
//{
//if (a > fmax)
//{
//if (a > fmin)
//{
//return result;
//}
//fmax = a;
//}
//}
//else
//{
//if (a < fmin)
//{
//if (a < 0 || a < fmax)
//{
//return result;
//}
//fmin = a;
//}
//}
//}
//if (fmax > 0)
// a= fmax;
//else
// a=fmin;
//q = iray.Origin + a * iray.Direction;
#endregion
// Loop over faces (6 of them)
for (int i = 0; i < 6; i++)
{
AmBa = FaceA[i] - FaceB[i];
AmBb = FaceB[i] - FaceC[i];
d = Vector3.Dot(normals[i], FaceB[i]);
//if (faceCenters)
//{
// c = normals[i].Dot(normals[i]);
//}
//else
//{
c = Vector3.Dot(iray.Direction, normals[i]);
//}
if (c == 0)
continue;
a = (d - Vector3.Dot(iray.Origin, normals[i])) / c;
if (a < 0)
continue;
// If the normal is pointing outside the object
if (Vector3.Dot(iray.Direction, normals[i]) < 0 || !frontFacesOnly)
{
//if (faceCenters)
//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
// q = iray.Origin + a * normals[i];
//}
//else
//{
q = iray.Origin + iray.Direction * a;
//}
float distance2 = (float)GetDistanceTo(q, AXpos);
// Is this the closest hit to the object's origin?
//if (faceCenters)
//{
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
if (distance2 < result.distance)
{
result.distance = distance2;
result.HitTF = true;
result.ipoint = q;
result.face = i;
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
result.normal = AAfacenormals[i] * AXrot;
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
if (scaleComponent.X != 0) ScaleOffset = AXscale.X;
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 offset = result.normal * ScaleOffset;
result.ipoint = AXpos + offset;
///pos = (intersectionpoint + offset);
}
else
{
result.normal = normals[i];
}
result.AAfaceNormal = AAfacenormals[i];
}
}
}
return result;
}
/// <summary>
/// Serialize this part to xml.
/// </summary>
/// <param name="xmlWriter"></param>
public void ToXml(XmlTextWriter xmlWriter)
{
SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
}
public void TriggerScriptChangedEvent(Changed val)
{
if (ParentGroup != null && ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
}
public void TrimPermissions()
{
BaseMask &= (uint)(PermissionMask.All | PermissionMask.Export);
OwnerMask &= (uint)(PermissionMask.All | PermissionMask.Export);
GroupMask &= (uint)PermissionMask.All;
EveryoneMask &= (uint)(PermissionMask.All | PermissionMask.Export);
NextOwnerMask &= (uint)PermissionMask.All;
}
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
/*
if (type == 0x30)
{
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
{
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
}
}
*/
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
}
public void UpdateGroupPosition(Vector3 newPos)
{
Vector3 oldPos = GroupPosition;
if ((newPos.X != oldPos.X) ||
(newPos.Y != oldPos.Y) ||
(newPos.Z != oldPos.Z))
{
GroupPosition = newPos;
ScheduleTerseUpdate();
}
}
/// <summary>
/// Update this part's offset position.
/// </summary>
/// <param name="pos"></param>
public void UpdateOffSet(Vector3 newPos)
{
Vector3 oldPos = OffsetPosition;
if ((newPos.X != oldPos.X) ||
(newPos.Y != oldPos.Y) ||
(newPos.Z != oldPos.Z))
{
if (ParentGroup.RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
{
ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
newPos = OffsetPosition;
ParentGroup.Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
ChatTypeEnum.DebugChannel, 0x7FFFFFFF, ParentGroup.RootPart.AbsolutePosition, Name, UUID, false);
}
}
OffsetPosition = newPos;
ScheduleTerseUpdate();
}
}
/// <summary>
/// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG
/// will handle the client notifications once all of its parts are updated.
/// </summary>
/// <param name="AgentID"></param>
/// <param name="field"></param>
/// <param name="localID"></param>
/// <param name="mask"></param>
/// <param name="addRemTF"></param>
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
bool set = addRemTF == 1;
bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
uint baseMask = BaseMask;
if (god)
baseMask = 0x7ffffff0;
// Are we the owner?
if ((AgentID == OwnerID) || god)
{
switch (field)
{
case 1:
if (god)
{
BaseMask = ApplyMask(BaseMask, set, mask);
Inventory.ApplyGodPermissions(_baseMask);
}
break;
case 2:
OwnerMask = ApplyMask(OwnerMask, set, mask) &
baseMask;
break;
case 4:
GroupMask = ApplyMask(GroupMask, set, mask) &
baseMask;
break;
case 8:
// Trying to set export permissions - extra checks
if (set && (mask & (uint)PermissionMask.Export) != 0)
{
if ((OwnerMask & (uint)PermissionMask.Export) == 0 || (BaseMask & (uint)PermissionMask.Export) == 0 || (NextOwnerMask & (uint)PermissionMask.All) != (uint)PermissionMask.All)
mask &= ~(uint)PermissionMask.Export;
}
EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
baseMask;
break;
case 16:
// Force full perm if export
if ((EveryoneMask & (uint)PermissionMask.Export) != 0)
{
NextOwnerMask = (uint)PermissionMask.All;
break;
}
NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
baseMask;
// Prevent the client from creating no mod, no copy
// objects
if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
NextOwnerMask |= (uint)PermissionMask.Transfer;
NextOwnerMask |= (uint)PermissionMask.Move;
break;
}
SendFullUpdateToAllClients();
}
}
public void ClonePermissions(SceneObjectPart source)
{
bool update = false;
if (BaseMask != source.BaseMask ||
OwnerMask != source.OwnerMask ||
GroupMask != source.GroupMask ||
EveryoneMask != source.EveryoneMask ||
NextOwnerMask != source.NextOwnerMask)
update = true;
BaseMask = source.BaseMask;
OwnerMask = source.OwnerMask;
GroupMask = source.GroupMask;
EveryoneMask = source.EveryoneMask;
NextOwnerMask = source.NextOwnerMask;
if (update)
SendFullUpdateToAllClients();
}
public bool IsHingeJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string hingeString = "hingejoint";
return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
}
else
{
return false;
}
}
public bool IsBallJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string ballString = "balljoint";
return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
}
else
{
return false;
}
}
public bool IsJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
return IsHingeJoint() || IsBallJoint();
}
else
{
return false;
}
}
public void UpdateExtraPhysics(ExtraPhysicsData physdata)
{
if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
return;
if (PhysicsShapeType != (byte)physdata.PhysShapeType)
{
PhysicsShapeType = (byte)physdata.PhysShapeType;
}
if(Density != physdata.Density)
Density = physdata.Density;
if(GravityModifier != physdata.GravitationModifier)
GravityModifier = physdata.GravitationModifier;
if(Friction != physdata.Friction)
Friction = physdata.Friction;
if(Restitution != physdata.Bounce)
Restitution = physdata.Bounce;
}
/// <summary>
/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
/// </summary>
/// <param name="UsePhysics"></param>
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVD"></param>
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
{
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
return;
PhysicsActor pa = PhysActor;
// Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely
// that...
// ... if VD is changed, all others are not.
// ... if one of the others is changed, VD is not.
if (SetVD) // VD is active, special logic applies
{
// State machine logic for VolumeDetect
// More logic below
bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
if (phanReset) // Phantom changes from on to off switch VD off too
{
SetVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (pa != null)
pa.SetVolumeDetect(0); // Let physics know about it too
}
else
{
// If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics
SetPhantom = false;
}
}
if (UsePhysics && IsJoint())
{
SetPhantom = true;
}
if (UsePhysics)
{
AddFlag(PrimFlags.Physics);
if (!wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
}
}
else
{
RemFlag(PrimFlags.Physics);
if (wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
}
}
if (SetPhantom
|| ParentGroup.IsAttachment
|| PhysicsShapeType == (byte)PhysShapeType.none
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
{
RemoveFromPhysics();
pa = null;
}
}
else // Not phantom
{
RemFlag(PrimFlags.Phantom);
if (ParentGroup.Scene == null)
return;
if (ParentGroup.Scene.CollidablePrims && pa == null)
{
AddToPhysics(UsePhysics, SetPhantom, false);
pa = PhysActor;
if (pa != null)
{
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true);
SubscribeForCollisionEvents();
}
}
else // it already has a physical representation
{
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
}
}
if (SetVD)
{
// If the above logic worked (this is urgent candidate to unit tests!)
// we now have a physicsactor.
// Defensive programming calls for a check here.
// Better would be throwing an exception that could be catched by a unit test as the internal
// logic should make sure, this Physactor is always here.
if (pa != null)
{
pa.SetVolumeDetect(1);
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
VolumeDetectActive = true;
}
}
else if (SetVD != wasVD)
{
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-))
if (pa != null)
pa.SetVolumeDetect(0);
RemFlag(PrimFlags.Phantom);
VolumeDetectActive = false;
}
if (SetTemporary)
{
AddFlag(PrimFlags.TemporaryOnRez);
}
else
{
RemFlag(PrimFlags.TemporaryOnRez);
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
}
/// <summary>
/// Subscribe for physics collision events if needed for scripts and sounds
/// </summary>
public void SubscribeForCollisionEvents()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
(CollisionSound != UUID.Zero)
)
{
if (!pa.SubscribedEvents())
{
// If not already subscribed for event, set up for a collision event.
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
}
else
{
// There is no need to be subscribed to collisions so, if subscribed, remove subscription
if (pa.SubscribedEvents())
{
pa.OnCollisionUpdate -= PhysicsCollision;
pa.UnSubscribeEvents();
}
}
}
}
/// <summary>
/// Adds this part to the physics scene.
/// </summary>
/// <remarks>This method also sets the PhysActor property.</remarks>
/// <param name="rigidBody">Add this prim with a rigid body.</param>
/// <returns>
/// The physics actor. null if there was a failure.
/// </returns>
private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics)
{
PhysicsActor pa;
Vector3 velocity = Velocity;
Vector3 rotationalVelocity = AngularVelocity;;
try
{
pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
GetWorldRotation(),
isPhysical,
isPhantom,
PhysicsShapeType,
m_localId);
}
catch (Exception e)
{
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
pa = null;
}
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
pa.Density = Density;
pa.GravModifier = GravityModifier;
pa.Friction = Friction;
pa.Restitution = Restitution;
if (VolumeDetectActive) // change if not the default only
pa.SetVolumeDetect(1);
// we are going to tell rest of code about physics so better have this here
PhysActor = pa;
if (isPhysical)
{
if (ParentGroup.RootPart.KeyframeMotion != null)
ParentGroup.RootPart.KeyframeMotion.Stop();
ParentGroup.RootPart.KeyframeMotion = null;
ParentGroup.Scene.AddPhysicalPrim(1);
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId)
{
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
pa.link(parentPa);
}
}
}
if (applyDynamics)
// do independent of isphysical so parameters get setted (at least some)
{
Velocity = velocity;
AngularVelocity = rotationalVelocity;
// pa.Velocity = velocity;
pa.RotationalVelocity = rotationalVelocity;
}
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
PhysActor = pa;
ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
}
/// <summary>
/// This removes the part from the physics scene.
/// </summary>
/// <remarks>
/// This isn't the same as turning off physical, since even without being physical the prim has a physics
/// representation for collision detection. Rather, this would be used in situations such as making a prim
/// phantom.
/// </remarks>
public void RemoveFromPhysics()
{
ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
if (ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
PhysActor = null;
}
/// <summary>
/// This updates the part's rotation and sends out an update to clients if necessary.
/// </summary>
/// <param name="rot"></param>
public void UpdateRotation(Quaternion rot)
{
if (rot != RotationOffset)
{
RotationOffset = rot;
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleTerseUpdate();
}
}
}
/// <summary>
/// Update the shape of this part.
/// </summary>
/// <param name="shapeBlock"></param>
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
{
m_shape.PathBegin = shapeBlock.PathBegin;
m_shape.PathEnd = shapeBlock.PathEnd;
m_shape.PathScaleX = shapeBlock.PathScaleX;
m_shape.PathScaleY = shapeBlock.PathScaleY;
m_shape.PathShearX = shapeBlock.PathShearX;
m_shape.PathShearY = shapeBlock.PathShearY;
m_shape.PathSkew = shapeBlock.PathSkew;
m_shape.ProfileBegin = shapeBlock.ProfileBegin;
m_shape.ProfileEnd = shapeBlock.ProfileEnd;
m_shape.PathCurve = shapeBlock.PathCurve;
m_shape.ProfileCurve = shapeBlock.ProfileCurve;
m_shape.ProfileHollow = shapeBlock.ProfileHollow;
m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
m_shape.PathRevolutions = shapeBlock.PathRevolutions;
m_shape.PathTaperX = shapeBlock.PathTaperX;
m_shape.PathTaperY = shapeBlock.PathTaperY;
m_shape.PathTwist = shapeBlock.PathTwist;
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
PhysicsActor pa = PhysActor;
if (pa != null)
{
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
// This is what makes vehicle trailers work
// A script in a child prim re-issues
// llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
// prevents autoreturn. This is not well known. It also works
// in SL.
//
if (ParentGroup.RootPart != this)
ParentGroup.RootPart.Rezzed = DateTime.UtcNow;
ParentGroup.HasGroupChanged = true;
TriggerScriptChangedEvent(Changed.SHAPE);
ScheduleFullUpdate();
}
public void UpdateSlice(float begin, float end)
{
if (end < begin)
{
float temp = begin;
begin = end;
end = temp;
}
end = Math.Min(1f, Math.Max(0f, end));
begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
if (begin < 0.02f && end < 0.02f)
{
begin = 0f;
end = 0.02f;
}
ushort uBegin = (ushort)(50000.0 * begin);
ushort uEnd = (ushort)(50000.0 * (1f - end));
bool updatePossiblyNeeded = false;
PrimType primType = GetPrimType();
if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
{
if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
{
m_shape.ProfileBegin = uBegin;
m_shape.ProfileEnd = uEnd;
updatePossiblyNeeded = true;
}
}
else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
{
m_shape.PathBegin = uBegin;
m_shape.PathEnd = uEnd;
updatePossiblyNeeded = true;
}
if (updatePossiblyNeeded && ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
}
if (updatePossiblyNeeded && PhysActor != null)
{
PhysActor.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
if (updatePossiblyNeeded)
{
ScheduleFullUpdate();
}
}
/// <summary>
/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
/// engine can use it.
/// </summary>
/// <remarks>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks>
/*
public void CheckSculptAndLoad()
{
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
if (ParentGroup.IsDeleted)
return;
if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
return;
if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
{
// check if a previously decoded sculpt map has been cached
// We don't read the file here - the meshmerizer will do that later.
// TODO: Could we simplify the meshmerizer code by reading and setting the data here?
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
{
SculptTextureCallback(null);
}
else
{
ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
}
}
}
*/
/// <summary>
/// Update the texture entry for this part.
/// </summary>
/// <param name="serializedTextureEntry"></param>
public void UpdateTextureEntry(byte[] serializedTextureEntry)
{
UpdateTextureEntry(new Primitive.TextureEntry(serializedTextureEntry, 0, serializedTextureEntry.Length));
}
/// <summary>
/// Update the texture entry for this part.
/// </summary>
/// <param name="newTex"></param>
public void UpdateTextureEntry(Primitive.TextureEntry newTex)
{
Primitive.TextureEntry oldTex = Shape.Textures;
Changed changeFlags = 0;
Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
// other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
if (fallbackNewFace == null)
{
fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
newTex.DefaultTexture = fallbackNewFace;
}
if (fallbackOldFace == null)
{
fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
oldTex.DefaultTexture = fallbackOldFace;
}
// Materials capable viewers can send a ObjectImage packet
// when nothing in TE has changed. MaterialID should be updated
// by the RenderMaterials CAP handler, so updating it here may cause a
// race condtion. Therefore, if no non-materials TE fields have changed,
// we should ignore any changes and not update Shape.TextureEntry
bool otherFieldsChanged = false;
for (int i = 0 ; i < GetNumberOfSides(); i++)
{
Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
if (oldTex.FaceTextures[i] != null)
oldFace = oldTex.FaceTextures[i];
if (newTex.FaceTextures[i] != null)
newFace = newTex.FaceTextures[i];
Color4 oldRGBA = oldFace.RGBA;
Color4 newRGBA = newFace.RGBA;
if (oldRGBA.R != newRGBA.R ||
oldRGBA.G != newRGBA.G ||
oldRGBA.B != newRGBA.B ||
oldRGBA.A != newRGBA.A)
changeFlags |= Changed.COLOR;
if (oldFace.TextureID != newFace.TextureID)
changeFlags |= Changed.TEXTURE;
// Max change, skip the rest of testing
if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
break;
if (!otherFieldsChanged)
{
if (oldFace.Bump != newFace.Bump) otherFieldsChanged = true;
if (oldFace.Fullbright != newFace.Fullbright) otherFieldsChanged = true;
if (oldFace.Glow != newFace.Glow) otherFieldsChanged = true;
if (oldFace.MediaFlags != newFace.MediaFlags) otherFieldsChanged = true;
if (oldFace.OffsetU != newFace.OffsetU) otherFieldsChanged = true;
if (oldFace.OffsetV != newFace.OffsetV) otherFieldsChanged = true;
if (oldFace.RepeatU != newFace.RepeatU) otherFieldsChanged = true;
if (oldFace.RepeatV != newFace.RepeatV) otherFieldsChanged = true;
if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true;
if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true;
if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true;
}
}
if (changeFlags != 0 || otherFieldsChanged)
{
m_shape.TextureEntry = newTex.GetBytes();
if (changeFlags != 0)
TriggerScriptChangedEvent(changeFlags);
UpdateFlag = UpdateRequired.FULL;
ParentGroup.HasGroupChanged = true;
//This is madness..
//ParentGroup.ScheduleGroupForFullUpdate();
//This is sparta
ScheduleFullUpdate();
}
}
public void aggregateScriptEvents()
{
if (ParentGroup == null || ParentGroup.RootPart == null)
return;
AggregateScriptEvents = 0;
// Aggregate script events
lock (m_scriptEvents)
{
foreach (scriptEvents s in m_scriptEvents.Values)
{
AggregateScriptEvents |= s;
}
}
uint objectflagupdate = 0;
if (
((AggregateScriptEvents & scriptEvents.touch) != 0) ||
((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
((AggregateScriptEvents & scriptEvents.touch_start) != 0)
)
{
objectflagupdate |= (uint) PrimFlags.Touch;
}
if ((AggregateScriptEvents & scriptEvents.money) != 0)
{
objectflagupdate |= (uint) PrimFlags.Money;
}
if (AllowedDrop)
{
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
}
SubscribeForCollisionEvents();
//if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
//{
// ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
//}
//else
//{
// ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
//}
LocalFlags = (PrimFlags)objectflagupdate;
if (ParentGroup != null && ParentGroup.RootPart == this)
{
ParentGroup.aggregateScriptEvents();
}
else
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
ScheduleFullUpdate();
}
}
public void SetCameraAtOffset(Vector3 v)
{
m_cameraAtOffset = v;
}
public void SetCameraEyeOffset(Vector3 v)
{
m_cameraEyeOffset = v;
}
public void SetForceMouselook(bool force)
{
m_forceMouselook = force;
}
public Vector3 GetCameraAtOffset()
{
return m_cameraAtOffset;
}
public Vector3 GetCameraEyeOffset()
{
return m_cameraEyeOffset;
}
public bool GetForceMouselook()
{
return m_forceMouselook;
}
public override string ToString()
{
return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
}
#endregion Public Methods
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment
&& (ParentGroup.RootPart != this
|| ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
return;
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendEntityUpdate(
this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
public void AddScriptLPS(int count)
{
ParentGroup.AddScriptLPS(count);
}
public void ApplyNextOwnerPermissions()
{
// Export needs to be preserved in the base and everyone
// mask, but removed in the owner mask as a next owner
// can never change the export status
BaseMask &= NextOwnerMask | (uint)PermissionMask.Export;
OwnerMask &= NextOwnerMask;
EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export;
Inventory.ApplyNextOwnerPermissions();
}
public void UpdateLookAt()
{
try
{
if (APIDTarget != Quaternion.Identity)
{
if (m_APIDIterations <= 1)
{
UpdateRotation(APIDTarget);
APIDTarget = Quaternion.Identity;
return;
}
Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
rot.Normalize();
UpdateRotation(rot);
m_APIDIterations--;
// This ensures that we'll check this object on the next iteration
ParentGroup.QueueForUpdateCheck();
}
}
catch (Exception ex)
{
m_log.Error("[Physics] " + ex);
}
}
public Color4 GetTextColor()
{
Color color = Color;
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
}
/// <summary>
/// Record an avatar sitting on this part.
/// </summary>
/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was not already recorded, false otherwise.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool AddSittingAvatar(UUID avatarId)
{
lock (ParentGroup.m_sittingAvatars)
{
if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
SitTargetAvatar = avatarId;
if (m_sittingAvatars == null)
m_sittingAvatars = new HashSet<UUID>();
if (m_sittingAvatars.Add(avatarId))
{
ParentGroup.m_sittingAvatars.Add(avatarId);
return true;
}
return false;
}
}
/// <summary>
/// Remove an avatar recorded as sitting on this part.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was present and removed, false if it was not present.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool RemoveSittingAvatar(UUID avatarId)
{
lock (ParentGroup.m_sittingAvatars)
{
if (SitTargetAvatar == avatarId)
SitTargetAvatar = UUID.Zero;
if (m_sittingAvatars == null)
return false;
if (m_sittingAvatars.Remove(avatarId))
{
if (m_sittingAvatars.Count == 0)
m_sittingAvatars = null;
ParentGroup.m_sittingAvatars.Remove(avatarId);
return true;
}
return false;
}
}
/// <summary>
/// Get a copy of the list of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
public HashSet<UUID> GetSittingAvatars()
{
lock (ParentGroup.m_sittingAvatars)
{
if (m_sittingAvatars == null)
return null;
else
return new HashSet<UUID>(m_sittingAvatars);
}
}
/// <summary>
/// Gets the number of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns></returns>
public int GetSittingAvatarsCount()
{
lock (ParentGroup.m_sittingAvatars)
{
if (m_sittingAvatars == null)
return 0;
else
return m_sittingAvatars.Count;
}
}
}
}