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authorTeravus Ovares2008-06-05 13:24:59 +0000
committerTeravus Ovares2008-06-05 13:24:59 +0000
commite12baa5eb33882fc1d4c6aa0886037e00d726e2e (patch)
tree79c88e2ceef55f8430dec81b91e9086f2f5876e7 /OpenSim/Region/ScriptEngine/Common/ScriptEngineBase
parent* Don't create ghost prim when rezzing objects from inventory (diff)
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* This sends collision events to the script engine.
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs85
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs3
2 files changed, 79 insertions, 9 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
index 5ef4a6b..ae84f65 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
@@ -26,9 +26,12 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using libsecondlife; 30using libsecondlife;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney; 32using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
33using OpenSim.Region.Environment;
34using OpenSim.Region;
32using OpenSim.Region.Environment.Scenes; 35using OpenSim.Region.Environment.Scenes;
33using OpenSim.Region.Environment.Interfaces; 36using OpenSim.Region.Environment.Interfaces;
34 37
@@ -74,6 +77,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
74 myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target; 77 myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
75 myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target; 78 myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
76 myScriptEngine.World.EventManager.OnScriptControlEvent += control; 79 myScriptEngine.World.EventManager.OnScriptControlEvent += control;
80 myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
81 myScriptEngine.World.EventManager.OnScriptColliding += collision;
82 myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
77 83
78 // TODO: HOOK ALL EVENTS UP TO SERVER! 84 // TODO: HOOK ALL EVENTS UP TO SERVER!
79 IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>(); 85 IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
@@ -171,19 +177,82 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
171 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) }); 177 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
172 } 178 }
173 179
174 public void collision_start(uint localID, LLUUID itemID) 180 public void collision_start(uint localID, ColliderArgs col)
175 { 181 {
176 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) }); 182 EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
183 detstruct._string = new string[col.Colliders.Count];
184 detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
185 detstruct._int = new int[col.Colliders.Count];
186 detstruct._key = new LSL_Types.key[col.Colliders.Count];
187 detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
188 detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
189 detstruct._bool = new bool[col.Colliders.Count];
190
191 int i = 0;
192 foreach (DetectedObject detobj in col.Colliders)
193 {
194 detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
195 detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
196 detstruct._string[i] = detobj.nameStr;
197 detstruct._int[i] = detobj.colliderType;
198 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
199 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
200 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
201 i++;
202 }
203
204 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
177 } 205 }
178 206
179 public void collision(uint localID, LLUUID itemID) 207 public void collision(uint localID, ColliderArgs col)
180 { 208 {
181 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) }); 209 EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
210 detstruct._string = new string[col.Colliders.Count];
211 detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
212 detstruct._int = new int[col.Colliders.Count];
213 detstruct._key = new LSL_Types.key[col.Colliders.Count];
214 detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
215 detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
216 detstruct._bool = new bool[col.Colliders.Count];
217
218 int i = 0;
219 foreach (DetectedObject detobj in col.Colliders)
220 {
221 detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
222 detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
223 detstruct._string[i] = detobj.nameStr;
224 detstruct._int[i] = detobj.colliderType;
225 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
226 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
227 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
228 }
229 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
182 } 230 }
183 231
184 public void collision_end(uint localID, LLUUID itemID) 232 public void collision_end(uint localID, ColliderArgs col)
185 { 233 {
186 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) }); 234 EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
235 detstruct._string = new string[col.Colliders.Count];
236 detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
237 detstruct._int = new int[col.Colliders.Count];
238 detstruct._key = new LSL_Types.key[col.Colliders.Count];
239 detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
240 detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
241 detstruct._bool = new bool[col.Colliders.Count];
242
243 int i = 0;
244 foreach (DetectedObject detobj in col.Colliders)
245 {
246 detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
247 detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
248 detstruct._string[i] = detobj.nameStr;
249 detstruct._int[i] = detobj.colliderType;
250 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
251 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
252 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
253 i++;
254 }
255 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
187 } 256 }
188 257
189 public void land_collision_start(uint localID, LLUUID itemID) 258 public void land_collision_start(uint localID, LLUUID itemID)
@@ -191,9 +260,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
191 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull); 260 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
192 } 261 }
193 262
194 public void land_collision(uint localID, LLUUID itemID) 263 public void land_collision(uint localID, ColliderArgs col)
195 { 264 {
196 myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision", EventQueueManager.llDetectNull); 265 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
197 } 266 }
198 267
199 public void land_collision_end(uint localID, LLUUID itemID) 268 public void land_collision_end(uint localID, LLUUID itemID)
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
index 7cbbd4f..c6eebf1 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
@@ -155,7 +155,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
155 // should be fixed to something better :) 155 // should be fixed to something better :)
156 public LSL_Types.key[] _key; 156 public LSL_Types.key[] _key;
157 public LSL_Types.Quaternion[] _Quaternion; 157 public LSL_Types.Quaternion[] _Quaternion;
158 public LSL_Types.Vector3[] _Vector3; 158 public LSL_Types.Vector3[] _Vector3; // Pos
159 public LSL_Types.Vector3[] _Vector32; // Vel
159 public bool[] _bool; 160 public bool[] _bool;
160 public int[] _int; 161 public int[] _int;
161 public string[] _string; 162 public string[] _string;