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authorMelanie2011-11-02 12:34:57 +0000
committerMelanie2011-11-02 12:34:57 +0000
commitafae9eafbe30511471a901895c91f6f9add109b4 (patch)
tree435459dcaddd6b8ad3462ea0ba61d23c50028bcc /OpenSim/Region
parentMerge branch 'master' into bigmerge (diff)
parentRestore the recursive calling of PRIM_LINK_TARGET because the version I made (diff)
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Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs672
1 files changed, 350 insertions, 322 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index ebe276b..652fa7e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2168,7 +2168,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2168 return fromPos; 2168 return fromPos;
2169 2169
2170 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2170 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
2171 2171
2172 2172
2173 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2173 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
2174 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2174 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
@@ -7504,6 +7504,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7504 { 7504 {
7505 m_host.AddScriptLPS(1); 7505 m_host.AddScriptLPS(1);
7506 7506
7507 setLinkPrimParams(linknumber, rules);
7508 }
7509
7510 private void setLinkPrimParams(int linknumber, LSL_List rules)
7511 {
7507 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7512 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7508 List<ScenePresence> avatars = GetLinkAvatars(linknumber); 7513 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7509 if (parts.Count>0) 7514 if (parts.Count>0)
@@ -7581,380 +7586,403 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7581 bool positionChanged = false; 7586 bool positionChanged = false;
7582 LSL_Vector currentPosition = GetPartLocalPos(part); 7587 LSL_Vector currentPosition = GetPartLocalPos(part);
7583 7588
7584 while (idx < rules.Length) 7589 try
7585 { 7590 {
7586 int code = rules.GetLSLIntegerItem(idx++); 7591 while (idx < rules.Length)
7587
7588 int remain = rules.Length - idx;
7589
7590 int face;
7591 LSL_Vector v;
7592
7593 switch (code)
7594 { 7592 {
7595 case (int)ScriptBaseClass.PRIM_POSITION: 7593 int code = rules.GetLSLIntegerItem(idx++);
7596 if (remain < 1)
7597 return;
7598 7594
7599 v=rules.GetVector3Item(idx++); 7595 int remain = rules.Length - idx;
7600 positionChanged = true;
7601 currentPosition = GetSetPosTarget(part, v, currentPosition);
7602 7596
7603 break; 7597 int face;
7604 case (int)ScriptBaseClass.PRIM_SIZE: 7598 LSL_Vector v;
7605 if (remain < 1)
7606 return;
7607
7608 v=rules.GetVector3Item(idx++);
7609 SetScale(part, v);
7610 7599
7611 break; 7600 switch (code)
7612 case (int)ScriptBaseClass.PRIM_ROTATION: 7601 {
7613 if (remain < 1) 7602 case (int)ScriptBaseClass.PRIM_POSITION:
7614 return; 7603 if (remain < 1)
7615 7604 return;
7616 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7617 // try to let this work as in SL...
7618 if (part.ParentID == 0)
7619 {
7620 // special case: If we are root, rotate complete SOG to new rotation
7621 SetRot(part, Rot2Quaternion(q));
7622 }
7623 else
7624 {
7625 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7626 SceneObjectPart rootPart = part.ParentGroup.RootPart;
7627 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7628 }
7629
7630 break;
7631
7632 case (int)ScriptBaseClass.PRIM_TYPE:
7633 if (remain < 3)
7634 return;
7635 7605
7636 code = (int)rules.GetLSLIntegerItem(idx++); 7606 v=rules.GetVector3Item(idx++);
7607 positionChanged = true;
7608 currentPosition = GetSetPosTarget(part, v, currentPosition);
7637 7609
7638 remain = rules.Length - idx; 7610 break;
7639 float hollow; 7611 case (int)ScriptBaseClass.PRIM_SIZE:
7640 LSL_Vector twist; 7612 if (remain < 1)
7641 LSL_Vector taper_b; 7613 return;
7642 LSL_Vector topshear;
7643 float revolutions;
7644 float radiusoffset;
7645 float skew;
7646 LSL_Vector holesize;
7647 LSL_Vector profilecut;
7648 7614
7649 switch (code) 7615 v=rules.GetVector3Item(idx++);
7650 { 7616 SetScale(part, v);
7651 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7652 if (remain < 6)
7653 return;
7654
7655 face = (int)rules.GetLSLIntegerItem(idx++);
7656 v = rules.GetVector3Item(idx++); // cut
7657 hollow = (float)rules.GetLSLFloatItem(idx++);
7658 twist = rules.GetVector3Item(idx++);
7659 taper_b = rules.GetVector3Item(idx++);
7660 topshear = rules.GetVector3Item(idx++);
7661
7662 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
7663 (byte)ProfileShape.Square, (byte)Extrusion.Straight);
7664 break;
7665 7617
7666 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER: 7618 break;
7667 if (remain < 6) 7619 case (int)ScriptBaseClass.PRIM_ROTATION:
7668 return; 7620 if (remain < 1)
7669 7621 return;
7670 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7671 v = rules.GetVector3Item(idx++); // cut
7672 hollow = (float)rules.GetLSLFloatItem(idx++);
7673 twist = rules.GetVector3Item(idx++);
7674 taper_b = rules.GetVector3Item(idx++);
7675 topshear = rules.GetVector3Item(idx++);
7676 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
7677 (byte)ProfileShape.Circle, (byte)Extrusion.Straight);
7678 break;
7679 7622
7680 case (int)ScriptBaseClass.PRIM_TYPE_PRISM: 7623 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7681 if (remain < 6) 7624 // try to let this work as in SL...
7682 return; 7625 if (part.ParentID == 0)
7683 7626 {
7684 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape 7627 // special case: If we are root, rotate complete SOG to new rotation
7685 v = rules.GetVector3Item(idx++); //cut 7628 SetRot(part, Rot2Quaternion(q));
7686 hollow = (float)rules.GetLSLFloatItem(idx++); 7629 }
7687 twist = rules.GetVector3Item(idx++); 7630 else
7688 taper_b = rules.GetVector3Item(idx++); 7631 {
7689 topshear = rules.GetVector3Item(idx++); 7632 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7690 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 7633 SceneObjectPart rootPart = part.ParentGroup.RootPart;
7691 (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight); 7634 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7692 break; 7635 }
7693 7636
7694 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE: 7637 break;
7695 if (remain < 5)
7696 return;
7697
7698 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7699 v = rules.GetVector3Item(idx++); // cut
7700 hollow = (float)rules.GetLSLFloatItem(idx++);
7701 twist = rules.GetVector3Item(idx++);
7702 taper_b = rules.GetVector3Item(idx++); // dimple
7703 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
7704 (byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
7705 break;
7706 7638
7707 case (int)ScriptBaseClass.PRIM_TYPE_TORUS: 7639 case (int)ScriptBaseClass.PRIM_TYPE:
7708 if (remain < 11) 7640 if (remain < 3)
7709 return; 7641 return;
7710
7711 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7712 v = rules.GetVector3Item(idx++); //cut
7713 hollow = (float)rules.GetLSLFloatItem(idx++);
7714 twist = rules.GetVector3Item(idx++);
7715 holesize = rules.GetVector3Item(idx++);
7716 topshear = rules.GetVector3Item(idx++);
7717 profilecut = rules.GetVector3Item(idx++);
7718 taper_b = rules.GetVector3Item(idx++); // taper_a
7719 revolutions = (float)rules.GetLSLFloatItem(idx++);
7720 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7721 skew = (float)rules.GetLSLFloatItem(idx++);
7722 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7723 revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
7724 break;
7725 7642
7726 case (int)ScriptBaseClass.PRIM_TYPE_TUBE: 7643 code = (int)rules.GetLSLIntegerItem(idx++);
7727 if (remain < 11)
7728 return;
7729
7730 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7731 v = rules.GetVector3Item(idx++); //cut
7732 hollow = (float)rules.GetLSLFloatItem(idx++);
7733 twist = rules.GetVector3Item(idx++);
7734 holesize = rules.GetVector3Item(idx++);
7735 topshear = rules.GetVector3Item(idx++);
7736 profilecut = rules.GetVector3Item(idx++);
7737 taper_b = rules.GetVector3Item(idx++); // taper_a
7738 revolutions = (float)rules.GetLSLFloatItem(idx++);
7739 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7740 skew = (float)rules.GetLSLFloatItem(idx++);
7741 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7742 revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
7743 break;
7744 7644
7745 case (int)ScriptBaseClass.PRIM_TYPE_RING: 7645 remain = rules.Length - idx;
7746 if (remain < 11) 7646 float hollow;
7747 return; 7647 LSL_Vector twist;
7748 7648 LSL_Vector taper_b;
7749 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape 7649 LSL_Vector topshear;
7750 v = rules.GetVector3Item(idx++); //cut 7650 float revolutions;
7751 hollow = (float)rules.GetLSLFloatItem(idx++); 7651 float radiusoffset;
7752 twist = rules.GetVector3Item(idx++); 7652 float skew;
7753 holesize = rules.GetVector3Item(idx++); 7653 LSL_Vector holesize;
7754 topshear = rules.GetVector3Item(idx++); 7654 LSL_Vector profilecut;
7755 profilecut = rules.GetVector3Item(idx++);
7756 taper_b = rules.GetVector3Item(idx++); // taper_a
7757 revolutions = (float)rules.GetLSLFloatItem(idx++);
7758 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7759 skew = (float)rules.GetLSLFloatItem(idx++);
7760 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7761 revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
7762 break;
7763 7655
7764 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT: 7656 switch (code)
7765 if (remain < 2) 7657 {
7766 return; 7658 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7659 if (remain < 6)
7660 return;
7661
7662 face = (int)rules.GetLSLIntegerItem(idx++);
7663 v = rules.GetVector3Item(idx++); // cut
7664 hollow = (float)rules.GetLSLFloatItem(idx++);
7665 twist = rules.GetVector3Item(idx++);
7666 taper_b = rules.GetVector3Item(idx++);
7667 topshear = rules.GetVector3Item(idx++);
7668
7669 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
7670 (byte)ProfileShape.Square, (byte)Extrusion.Straight);
7671 break;
7672
7673 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7674 if (remain < 6)
7675 return;
7676
7677 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7678 v = rules.GetVector3Item(idx++); // cut
7679 hollow = (float)rules.GetLSLFloatItem(idx++);
7680 twist = rules.GetVector3Item(idx++);
7681 taper_b = rules.GetVector3Item(idx++);
7682 topshear = rules.GetVector3Item(idx++);
7683 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
7684 (byte)ProfileShape.Circle, (byte)Extrusion.Straight);
7685 break;
7686
7687 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7688 if (remain < 6)
7689 return;
7690
7691 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7692 v = rules.GetVector3Item(idx++); //cut
7693 hollow = (float)rules.GetLSLFloatItem(idx++);
7694 twist = rules.GetVector3Item(idx++);
7695 taper_b = rules.GetVector3Item(idx++);
7696 topshear = rules.GetVector3Item(idx++);
7697 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
7698 (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight);
7699 break;
7700
7701 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7702 if (remain < 5)
7703 return;
7704
7705 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7706 v = rules.GetVector3Item(idx++); // cut
7707 hollow = (float)rules.GetLSLFloatItem(idx++);
7708 twist = rules.GetVector3Item(idx++);
7709 taper_b = rules.GetVector3Item(idx++); // dimple
7710 SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
7711 (byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
7712 break;
7713
7714 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7715 if (remain < 11)
7716 return;
7717
7718 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7719 v = rules.GetVector3Item(idx++); //cut
7720 hollow = (float)rules.GetLSLFloatItem(idx++);
7721 twist = rules.GetVector3Item(idx++);
7722 holesize = rules.GetVector3Item(idx++);
7723 topshear = rules.GetVector3Item(idx++);
7724 profilecut = rules.GetVector3Item(idx++);
7725 taper_b = rules.GetVector3Item(idx++); // taper_a
7726 revolutions = (float)rules.GetLSLFloatItem(idx++);
7727 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7728 skew = (float)rules.GetLSLFloatItem(idx++);
7729 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7730 revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
7731 break;
7732
7733 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7734 if (remain < 11)
7735 return;
7736
7737 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7738 v = rules.GetVector3Item(idx++); //cut
7739 hollow = (float)rules.GetLSLFloatItem(idx++);
7740 twist = rules.GetVector3Item(idx++);
7741 holesize = rules.GetVector3Item(idx++);
7742 topshear = rules.GetVector3Item(idx++);
7743 profilecut = rules.GetVector3Item(idx++);
7744 taper_b = rules.GetVector3Item(idx++); // taper_a
7745 revolutions = (float)rules.GetLSLFloatItem(idx++);
7746 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7747 skew = (float)rules.GetLSLFloatItem(idx++);
7748 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7749 revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
7750 break;
7751
7752 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7753 if (remain < 11)
7754 return;
7755
7756 face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
7757 v = rules.GetVector3Item(idx++); //cut
7758 hollow = (float)rules.GetLSLFloatItem(idx++);
7759 twist = rules.GetVector3Item(idx++);
7760 holesize = rules.GetVector3Item(idx++);
7761 topshear = rules.GetVector3Item(idx++);
7762 profilecut = rules.GetVector3Item(idx++);
7763 taper_b = rules.GetVector3Item(idx++); // taper_a
7764 revolutions = (float)rules.GetLSLFloatItem(idx++);
7765 radiusoffset = (float)rules.GetLSLFloatItem(idx++);
7766 skew = (float)rules.GetLSLFloatItem(idx++);
7767 SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
7768 revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
7769 break;
7770
7771 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7772 if (remain < 2)
7773 return;
7774
7775 string map = rules.Data[idx++].ToString();
7776 face = (int)rules.GetLSLIntegerItem(idx++); // type
7777 SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
7778 break;
7779 }
7767 7780
7768 string map = rules.Data[idx++].ToString(); 7781 break;
7769 face = (int)rules.GetLSLIntegerItem(idx++); // type
7770 SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
7771 break;
7772 }
7773 7782
7774 break; 7783 case (int)ScriptBaseClass.PRIM_TEXTURE:
7784 if (remain < 5)
7785 return;
7775 7786
7776 case (int)ScriptBaseClass.PRIM_TEXTURE: 7787 face=(int)rules.GetLSLIntegerItem(idx++);
7777 if (remain < 5) 7788 string tex=rules.Data[idx++].ToString();
7778 return; 7789 LSL_Vector repeats=rules.GetVector3Item(idx++);
7790 LSL_Vector offsets=rules.GetVector3Item(idx++);
7791 double rotation=(double)rules.GetLSLFloatItem(idx++);
7779 7792
7780 face=(int)rules.GetLSLIntegerItem(idx++); 7793 SetTexture(part, tex, face);
7781 string tex=rules.Data[idx++].ToString(); 7794 ScaleTexture(part, repeats.x, repeats.y, face);
7782 LSL_Vector repeats=rules.GetVector3Item(idx++); 7795 OffsetTexture(part, offsets.x, offsets.y, face);
7783 LSL_Vector offsets=rules.GetVector3Item(idx++); 7796 RotateTexture(part, rotation, face);
7784 double rotation=(double)rules.GetLSLFloatItem(idx++);
7785 7797
7786 SetTexture(part, tex, face); 7798 break;
7787 ScaleTexture(part, repeats.x, repeats.y, face);
7788 OffsetTexture(part, offsets.x, offsets.y, face);
7789 RotateTexture(part, rotation, face);
7790 7799
7791 break; 7800 case (int)ScriptBaseClass.PRIM_COLOR:
7801 if (remain < 3)
7802 return;
7792 7803
7793 case (int)ScriptBaseClass.PRIM_COLOR: 7804 face=(int)rules.GetLSLIntegerItem(idx++);
7794 if (remain < 3) 7805 LSL_Vector color=rules.GetVector3Item(idx++);
7795 return; 7806 double alpha=(double)rules.GetLSLFloatItem(idx++);
7796 7807
7797 face=(int)rules.GetLSLIntegerItem(idx++); 7808 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
7798 LSL_Vector color=rules.GetVector3Item(idx++); 7809 SetAlpha(part, alpha, face);
7799 double alpha=(double)rules.GetLSLFloatItem(idx++);
7800 7810
7801 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 7811 break;
7802 SetAlpha(part, alpha, face);
7803 7812
7804 break; 7813 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
7814 if (remain < 7)
7815 return;
7805 7816
7806 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 7817 bool flexi = rules.GetLSLIntegerItem(idx++);
7807 if (remain < 7) 7818 int softness = rules.GetLSLIntegerItem(idx++);
7808 return; 7819 float gravity = (float)rules.GetLSLFloatItem(idx++);
7820 float friction = (float)rules.GetLSLFloatItem(idx++);
7821 float wind = (float)rules.GetLSLFloatItem(idx++);
7822 float tension = (float)rules.GetLSLFloatItem(idx++);
7823 LSL_Vector force = rules.GetVector3Item(idx++);
7809 7824
7810 bool flexi = rules.GetLSLIntegerItem(idx++); 7825 SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
7811 int softness = rules.GetLSLIntegerItem(idx++);
7812 float gravity = (float)rules.GetLSLFloatItem(idx++);
7813 float friction = (float)rules.GetLSLFloatItem(idx++);
7814 float wind = (float)rules.GetLSLFloatItem(idx++);
7815 float tension = (float)rules.GetLSLFloatItem(idx++);
7816 LSL_Vector force = rules.GetVector3Item(idx++);
7817 7826
7818 SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force); 7827 break;
7819 7828
7820 break; 7829 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
7830 if (remain < 5)
7831 return;
7832 bool light = rules.GetLSLIntegerItem(idx++);
7833 LSL_Vector lightcolor = rules.GetVector3Item(idx++);
7834 float intensity = (float)rules.GetLSLFloatItem(idx++);
7835 float radius = (float)rules.GetLSLFloatItem(idx++);
7836 float falloff = (float)rules.GetLSLFloatItem(idx++);
7821 7837
7822 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 7838 SetPointLight(part, light, lightcolor, intensity, radius, falloff);
7823 if (remain < 5)
7824 return;
7825 bool light = rules.GetLSLIntegerItem(idx++);
7826 LSL_Vector lightcolor = rules.GetVector3Item(idx++);
7827 float intensity = (float)rules.GetLSLFloatItem(idx++);
7828 float radius = (float)rules.GetLSLFloatItem(idx++);
7829 float falloff = (float)rules.GetLSLFloatItem(idx++);
7830 7839
7831 SetPointLight(part, light, lightcolor, intensity, radius, falloff); 7840 break;
7832 7841
7833 break; 7842 case (int)ScriptBaseClass.PRIM_GLOW:
7843 if (remain < 2)
7844 return;
7845 face = rules.GetLSLIntegerItem(idx++);
7846 float glow = (float)rules.GetLSLFloatItem(idx++);
7834 7847
7835 case (int)ScriptBaseClass.PRIM_GLOW: 7848 SetGlow(part, face, glow);
7836 if (remain < 2)
7837 return;
7838 face = rules.GetLSLIntegerItem(idx++);
7839 float glow = (float)rules.GetLSLFloatItem(idx++);
7840 7849
7841 SetGlow(part, face, glow); 7850 break;
7842 7851
7843 break; 7852 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7853 if (remain < 3)
7854 return;
7855 face = (int)rules.GetLSLIntegerItem(idx++);
7856 int shiny = (int)rules.GetLSLIntegerItem(idx++);
7857 Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
7844 7858
7845 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 7859 SetShiny(part, face, shiny, bump);
7846 if (remain < 3)
7847 return;
7848 face = (int)rules.GetLSLIntegerItem(idx++);
7849 int shiny = (int)rules.GetLSLIntegerItem(idx++);
7850 Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
7851 7860
7852 SetShiny(part, face, shiny, bump); 7861 break;
7853 7862
7854 break; 7863 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7864 if (remain < 2)
7865 return;
7866 face = rules.GetLSLIntegerItem(idx++);
7867 bool st = rules.GetLSLIntegerItem(idx++);
7868 SetFullBright(part, face , st);
7869 break;
7855 7870
7856 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 7871 case (int)ScriptBaseClass.PRIM_MATERIAL:
7857 if (remain < 2) 7872 if (remain < 1)
7858 return; 7873 return;
7859 face = rules.GetLSLIntegerItem(idx++); 7874 int mat = rules.GetLSLIntegerItem(idx++);
7860 bool st = rules.GetLSLIntegerItem(idx++); 7875 if (mat < 0 || mat > 7)
7861 SetFullBright(part, face , st); 7876 return;
7862 break;
7863 7877
7864 case (int)ScriptBaseClass.PRIM_MATERIAL: 7878 part.Material = Convert.ToByte(mat);
7865 if (remain < 1) 7879 break;
7866 return;
7867 int mat = rules.GetLSLIntegerItem(idx++);
7868 if (mat < 0 || mat > 7)
7869 return;
7870 7880
7871 part.Material = Convert.ToByte(mat); 7881 case (int)ScriptBaseClass.PRIM_PHANTOM:
7872 break; 7882 if (remain < 1)
7883 return;
7873 7884
7874 case (int)ScriptBaseClass.PRIM_PHANTOM: 7885 string ph = rules.Data[idx++].ToString();
7875 if (remain < 1) 7886 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
7876 return;
7877 7887
7878 string ph = rules.Data[idx++].ToString(); 7888 break;
7879 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
7880 7889
7881 break; 7890 case (int)ScriptBaseClass.PRIM_PHYSICS:
7891 if (remain < 1)
7892 return;
7893 string phy = rules.Data[idx++].ToString();
7894 bool physics;
7882 7895
7883 case (int)ScriptBaseClass.PRIM_PHYSICS: 7896 if (phy.Equals("1"))
7884 if (remain < 1) 7897 physics = true;
7885 return; 7898 else
7886 string phy = rules.Data[idx++].ToString(); 7899 physics = false;
7887 bool physics;
7888 7900
7889 if (phy.Equals("1")) 7901 part.ScriptSetPhysicsStatus(physics);
7890 physics = true; 7902 break;
7891 else
7892 physics = false;
7893 7903
7894 part.ScriptSetPhysicsStatus(physics); 7904 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7895 break; 7905 if (remain < 1)
7906 return;
7907 string temp = rules.Data[idx++].ToString();
7896 7908
7897 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 7909 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
7898 if (remain < 1)
7899 return;
7900 string temp = rules.Data[idx++].ToString();
7901 7910
7902 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 7911 break;
7903 7912
7904 break; 7913 case (int)ScriptBaseClass.PRIM_TEXGEN:
7914 if (remain < 2)
7915 return;
7916 //face,type
7917 face = rules.GetLSLIntegerItem(idx++);
7918 int style = rules.GetLSLIntegerItem(idx++);
7919 SetTexGen(part, face, style);
7920 break;
7921 case (int)ScriptBaseClass.PRIM_TEXT:
7922 if (remain < 3)
7923 return;
7924 string primText = rules.GetLSLStringItem(idx++);
7925 LSL_Vector primTextColor = rules.GetVector3Item(idx++);
7926 LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
7927 Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
7928 Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
7929 Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
7930 part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));
7905 7931
7906 case (int)ScriptBaseClass.PRIM_TEXGEN: 7932 break;
7907 if (remain < 2) 7933 case (int)ScriptBaseClass.PRIM_NAME:
7908 return; 7934 if (remain < 1)
7909 //face,type 7935 return;
7910 face = rules.GetLSLIntegerItem(idx++); 7936 string primName = rules.GetLSLStringItem(idx++);
7911 int style = rules.GetLSLIntegerItem(idx++); 7937 part.Name = primName;
7912 SetTexGen(part, face, style); 7938 break;
7913 break; 7939 case (int)ScriptBaseClass.PRIM_DESC:
7914 case (int)ScriptBaseClass.PRIM_TEXT: 7940 if (remain < 1)
7915 if (remain < 3) 7941 return;
7916 return; 7942 string primDesc = rules.GetLSLStringItem(idx++);
7917 string primText = rules.GetLSLStringItem(idx++); 7943 part.Description = primDesc;
7918 LSL_Vector primTextColor = rules.GetVector3Item(idx++); 7944 break;
7919 LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); 7945 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7920 Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f), 7946 if (remain < 1)
7921 Util.Clip((float)primTextColor.y, 0.0f, 1.0f), 7947 return;
7922 Util.Clip((float)primTextColor.z, 0.0f, 1.0f)); 7948 LSL_Rotation lr = rules.GetQuaternionItem(idx++);
7923 part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); 7949 SetRot(part, Rot2Quaternion(lr));
7950 break;
7951 case (int)ScriptBaseClass.PRIM_OMEGA:
7952 if (remain < 3)
7953 return;
7954 LSL_Vector axis = rules.GetVector3Item(idx++);
7955 LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
7956 LSL_Float gain = rules.GetLSLFloatItem(idx++);
7957 TargetOmega(part, axis, (double)spinrate, (double)gain);
7958 break;
7959 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7960 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7961 return;
7962 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7963 LSL_List new_rules = rules.GetSublist(idx, -1);
7964 setLinkPrimParams((int)new_linknumber, new_rules);
7924 7965
7925 break;
7926 case (int)ScriptBaseClass.PRIM_NAME:
7927 if (remain < 1)
7928 return;
7929 string primName = rules.GetLSLStringItem(idx++);
7930 part.Name = primName;
7931 break;
7932 case (int)ScriptBaseClass.PRIM_DESC:
7933 if (remain < 1)
7934 return;
7935 string primDesc = rules.GetLSLStringItem(idx++);
7936 part.Description = primDesc;
7937 break;
7938 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7939 if (remain < 1)
7940 return; 7966 return;
7941 LSL_Rotation lr = rules.GetQuaternionItem(idx++); 7967 }
7942 SetRot(part, Rot2Quaternion(lr)); 7968 }
7943 break; 7969 }
7944 case (int)ScriptBaseClass.PRIM_OMEGA: 7970 finally
7945 if (remain < 3) 7971 {
7946 return; 7972 if (positionChanged)
7947 LSL_Vector axis = rules.GetVector3Item(idx++); 7973 {
7948 LSL_Float spinrate = rules.GetLSLFloatItem(idx++); 7974 if (part.ParentGroup.RootPart == part)
7949 LSL_Float gain = rules.GetLSLFloatItem(idx++); 7975 {
7950 TargetOmega(part, axis, (double)spinrate, (double)gain); 7976 SceneObjectGroup parent = part.ParentGroup;
7951 break; 7977 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7952 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 7978 }
7953 if (remain < 1) 7979 else
7954 return; 7980 {
7955 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); 7981 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7956 part = part.ParentGroup.GetLinkNumPart((int)new_linknumber); 7982 SceneObjectGroup parent = part.ParentGroup;
7957 break; 7983 parent.HasGroupChanged = true;
7984 parent.ScheduleGroupForTerseUpdate();
7985 }
7958 } 7986 }
7959 } 7987 }
7960 7988