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authorMelanie2012-06-15 15:48:34 +0100
committerMelanie2012-06-15 15:48:34 +0100
commitff21007b93cfea55f6b66bb08d0ab0810fcc77b5 (patch)
tree3c91c2946b92676c16d0b84ded23315a9ad718bd /OpenSim
parentMerge branch 'master' into careminster (diff)
parentReapply the one change that was in the revert that was actually function, not (diff)
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Merge branch 'avination' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs671
3 files changed, 588 insertions, 94 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5aeee52..8ed58a6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3030,10 +3030,14 @@ namespace OpenSim.Region.Framework.Scenes
3030 { 3030 {
3031 if (!m_rootPart.BlockGrab) 3031 if (!m_rootPart.BlockGrab)
3032 { 3032 {
3033 Vector3 llmoveforce = pos - AbsolutePosition; 3033/* Vector3 llmoveforce = pos - AbsolutePosition;
3034 Vector3 grabforce = llmoveforce; 3034 Vector3 grabforce = llmoveforce;
3035 grabforce = (grabforce / 10) * pa.Mass; 3035 grabforce = (grabforce / 10) * pa.Mass;
3036 pa.AddForce(grabforce, true); 3036 */
3037 // empirically convert distance diference to a impulse
3038 Vector3 grabforce = pos - AbsolutePosition;
3039 grabforce = grabforce * (pa.Mass/ 10.0f);
3040 pa.AddForce(grabforce, false);
3037 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3041 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
3038 } 3042 }
3039 } 3043 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 310e21a..1fc9790 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2394,7 +2394,10 @@ namespace OpenSim.Region.Framework.Scenes
2394 2394
2395 Vector3 up = new Vector3((float)x, (float)y, (float)z); 2395 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2396 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; 2396 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2397
2397 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; 2398 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2399
2400// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2398 Rotation = sitTargetOrient; 2401 Rotation = sitTargetOrient;
2399 ParentPosition = part.AbsolutePosition; 2402 ParentPosition = part.AbsolutePosition;
2400 part.ParentGroup.AddAvatar(UUID); 2403 part.ParentGroup.AddAvatar(UUID);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 5aa0678..41de257 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2332,7 +2332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2332 // scene 2332 // scene
2333 PhysicsActor pa = part.PhysActor; 2333 PhysicsActor pa = part.PhysActor;
2334 2334
2335 if (pa != null && !pa.IsPhysical) 2335 if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
2336 { 2336 {
2337 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2337 part.ParentGroup.ResetChildPrimPhysicsPositions();
2338 } 2338 }
@@ -6917,7 +6917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6917 { 6917 {
6918 // LSL quaternions can normalize to 0, normal Quaternions can't. 6918 // LSL quaternions can normalize to 0, normal Quaternions can't.
6919 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 6919 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
6920 rot.z = 1; // ZERO_ROTATION = 0,0,0,1 6920 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
6921 6921
6922 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); 6922 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
6923 part.SitTargetOrientation = Rot2Quaternion(rot); 6923 part.SitTargetOrientation = Rot2Quaternion(rot);
@@ -7720,73 +7720,231 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7720 ScriptSleep(200); 7720 ScriptSleep(200);
7721 } 7721 }
7722 7722
7723 // vector up using libomv (c&p from sop )
7724 // vector up rotated by r
7725 private Vector3 Zrot(Quaternion r)
7726 {
7727 double x, y, z, m;
7728
7729 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7730 if (Math.Abs(1.0 - m) > 0.000001)
7731 {
7732 m = 1.0 / Math.Sqrt(m);
7733 r.X *= (float)m;
7734 r.Y *= (float)m;
7735 r.Z *= (float)m;
7736 r.W *= (float)m;
7737 }
7738
7739 x = 2 * (r.X * r.Z + r.Y * r.W);
7740 y = 2 * (-r.X * r.W + r.Y * r.Z);
7741 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7742
7743 return new Vector3((float)x, (float)y, (float)z);
7744 }
7745
7723 protected void SetPrimParams(ScenePresence av, LSL_List rules) 7746 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7724 { 7747 {
7725 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset. 7748 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7726 //We only support PRIM_POSITION and PRIM_ROTATION
7727 7749
7728 int idx = 0; 7750 int idx = 0;
7751 SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
7729 7752
7730 while (idx < rules.Length) 7753 bool positionChanged = false;
7754 Vector3 finalPos = Vector3.Zero;
7755
7756 try
7731 { 7757 {
7732 int code = rules.GetLSLIntegerItem(idx++); 7758 while (idx < rules.Length)
7759 {
7760 int code = rules.GetLSLIntegerItem(idx++);
7733 7761
7734 int remain = rules.Length - idx; 7762 int remain = rules.Length - idx;
7735 7763
7736 switch (code) 7764 switch (code)
7737 { 7765 {
7738 case (int)ScriptBaseClass.PRIM_POSITION: 7766 // a avatar is a child
7739 { 7767 case (int)ScriptBaseClass.PRIM_POSITION:
7768 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7769 {
7770 if (remain < 1)
7771 return;
7772 LSL_Vector v;
7773 v = rules.GetVector3Item(idx++);
7774
7775 if (sitpart == null)
7776 break;
7777
7778 Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
7779
7780 if (sitpart != sitpart.ParentGroup.RootPart)
7781 {
7782 pos -= sitpart.OffsetPosition; // remove sit part offset
7783 Quaternion rot = sitpart.RotationOffset;
7784 pos *= Quaternion.Conjugate(rot); // removed sit part rotation
7785 }
7786 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
7787 pos += sitOffset;
7788
7789 finalPos = pos;
7790 positionChanged = true;
7791 }
7792 break;
7793
7794 case (int)ScriptBaseClass.PRIM_ROTATION:
7795 {
7796 if (remain < 1)
7797 return;
7798
7799 if (sitpart == null)
7800 break;
7801
7802 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7803 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
7804
7805// need to replicate SL bug
7806 SceneObjectGroup sitgrp = sitpart.ParentGroup;
7807 if (sitgrp != null && sitgrp.RootPart != sitpart)
7808 {
7809 rot = sitgrp.RootPart.RotationOffset * rot;
7810 }
7811
7812 Quaternion srot = sitpart.RotationOffset;
7813 rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
7814 av.Rotation = rot;
7815 av.SendAvatarDataToAllAgents();
7816 }
7817 break;
7818
7819 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7820 {
7821 if (remain < 1)
7822 return;
7823
7824 if (sitpart == null)
7825 break;
7826
7827 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7828 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
7829 if (sitpart != sitpart.ParentGroup.RootPart)
7830 {
7831 Quaternion srot = sitpart.RotationOffset;
7832 rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
7833 }
7834 av.Rotation = rot;
7835 av.SendAvatarDataToAllAgents();
7836 }
7837 break;
7838
7839 // parse rest doing nothing but number of parameters error check
7840 case (int)ScriptBaseClass.PRIM_SIZE:
7841 case (int)ScriptBaseClass.PRIM_MATERIAL:
7842 case (int)ScriptBaseClass.PRIM_PHANTOM:
7843 case (int)ScriptBaseClass.PRIM_PHYSICS:
7844 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7845 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7846 case (int)ScriptBaseClass.PRIM_NAME:
7847 case (int)ScriptBaseClass.PRIM_DESC:
7740 if (remain < 1) 7848 if (remain < 1)
7741 return; 7849 return;
7742 LSL_Vector v; 7850 idx++;
7743 v = rules.GetVector3Item(idx++); 7851 break;
7744 7852
7745 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); 7853 case (int)ScriptBaseClass.PRIM_GLOW:
7746 if (part == null) 7854 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7747 break; 7855 case (int)ScriptBaseClass.PRIM_TEXGEN:
7856 if (remain < 2)
7857 return;
7858 idx += 2;
7859 break;
7748 7860
7749 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; 7861 case (int)ScriptBaseClass.PRIM_TYPE:
7750 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; 7862 if (remain < 3)
7751 if (llGetLinkNumber() > 1) 7863 return;
7864 code = (int)rules.GetLSLIntegerItem(idx++);
7865 remain = rules.Length - idx;
7866 switch (code)
7752 { 7867 {
7753 localRot = llGetLocalRot(); 7868 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7754 localPos = llGetLocalPos(); 7869 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7870 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7871 if (remain < 6)
7872 return;
7873 idx += 6;
7874 break;
7875
7876 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7877 if (remain < 5)
7878 return;
7879 idx += 5;
7880 break;
7881
7882 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7883 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7884 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7885 if (remain < 11)
7886 return;
7887 idx += 11;
7888 break;
7889
7890 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7891 if (remain < 2)
7892 return;
7893 idx += 2;
7894 break;
7755 } 7895 }
7896 break;
7756 7897
7757 v -= localPos; 7898 case (int)ScriptBaseClass.PRIM_COLOR:
7758 v /= localRot; 7899 case (int)ScriptBaseClass.PRIM_TEXT:
7900 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7901 case (int)ScriptBaseClass.PRIM_OMEGA:
7902 if (remain < 3)
7903 return;
7904 idx += 3;
7905 break;
7759 7906
7760 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f); 7907 case (int)ScriptBaseClass.PRIM_TEXTURE:
7761 7908 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
7762 v = v + 2 * sitOffset; 7909 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
7910 if (remain < 5)
7911 return;
7912 idx += 5;
7913 break;
7763 7914
7764 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z); 7915 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
7765 av.SendAvatarDataToAllAgents(); 7916 if (remain < 7)
7917 return;
7766 7918
7767 } 7919 idx += 7;
7768 break; 7920 break;
7769 7921
7770 case (int)ScriptBaseClass.PRIM_ROTATION: 7922 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7771 { 7923 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7772 if (remain < 1)
7773 return; 7924 return;
7774 7925
7775 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; 7926 if (positionChanged)
7776 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7777 if (llGetLinkNumber() > 1)
7778 { 7927 {
7779 localRot = llGetLocalRot(); 7928 positionChanged = false;
7780 localPos = llGetLocalPos(); 7929 av.OffsetPosition = finalPos;
7930 av.SendAvatarDataToAllAgents();
7781 } 7931 }
7782 7932
7783 LSL_Rotation r; 7933 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7784 r = rules.GetQuaternionItem(idx++); 7934 LSL_List new_rules = rules.GetSublist(idx, -1);
7785 r = r * llGetRootRotation() / localRot; 7935 setLinkPrimParams((int)new_linknumber, new_rules);
7786 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); 7936 return;
7787 av.SendAvatarDataToAllAgents(); 7937 }
7788 } 7938 }
7789 break; 7939 }
7940
7941 finally
7942 {
7943 if (positionChanged)
7944 {
7945 av.OffsetPosition = finalPos;
7946 av.SendAvatarDataToAllAgents();
7947 positionChanged = false;
7790 } 7948 }
7791 } 7949 }
7792 } 7950 }
@@ -7798,6 +7956,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7798 7956
7799 int idx = 0; 7957 int idx = 0;
7800 7958
7959 SceneObjectGroup parentgrp = part.ParentGroup;
7960
7801 bool positionChanged = false; 7961 bool positionChanged = false;
7802 LSL_Vector currentPosition = GetPartLocalPos(part); 7962 LSL_Vector currentPosition = GetPartLocalPos(part);
7803 7963
@@ -7820,8 +7980,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7820 return; 7980 return;
7821 7981
7822 v=rules.GetVector3Item(idx++); 7982 v=rules.GetVector3Item(idx++);
7823 positionChanged = true;
7824 currentPosition = GetSetPosTarget(part, v, currentPosition); 7983 currentPosition = GetSetPosTarget(part, v, currentPosition);
7984 positionChanged = true;
7825 7985
7826 break; 7986 break;
7827 case (int)ScriptBaseClass.PRIM_SIZE: 7987 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7837,8 +7997,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7837 return; 7997 return;
7838 7998
7839 LSL_Rotation q = rules.GetQuaternionItem(idx++); 7999 LSL_Rotation q = rules.GetQuaternionItem(idx++);
8000 SceneObjectPart rootPart = parentgrp.RootPart;
7840 // try to let this work as in SL... 8001 // try to let this work as in SL...
7841 if (part.ParentID == 0) 8002 if (rootPart == part)
7842 { 8003 {
7843 // special case: If we are root, rotate complete SOG to new rotation 8004 // special case: If we are root, rotate complete SOG to new rotation
7844 SetRot(part, Rot2Quaternion(q)); 8005 SetRot(part, Rot2Quaternion(q));
@@ -7846,7 +8007,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7846 else 8007 else
7847 { 8008 {
7848 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 8009 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7849 SceneObjectPart rootPart = part.ParentGroup.RootPart; 8010 // sounds like sl bug that we need to replicate
7850 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); 8011 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7851 } 8012 }
7852 8013
@@ -8099,7 +8260,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8099 return; 8260 return;
8100 8261
8101 string ph = rules.Data[idx++].ToString(); 8262 string ph = rules.Data[idx++].ToString();
8102 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8263 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
8103 8264
8104 break; 8265 break;
8105 8266
@@ -8152,7 +8313,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8152 return; 8313 return;
8153 string temp = rules.Data[idx++].ToString(); 8314 string temp = rules.Data[idx++].ToString();
8154 8315
8155 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8316 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
8156 8317
8157 break; 8318 break;
8158 8319
@@ -8202,13 +8363,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8202 LSL_Float gain = rules.GetLSLFloatItem(idx++); 8363 LSL_Float gain = rules.GetLSLFloatItem(idx++);
8203 TargetOmega(part, axis, (double)spinrate, (double)gain); 8364 TargetOmega(part, axis, (double)spinrate, (double)gain);
8204 break; 8365 break;
8366
8205 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 8367 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
8206 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. 8368 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
8207 return; 8369 return;
8370
8371 // do a pending position change before jumping to other part/avatar
8372 if (positionChanged)
8373 {
8374 positionChanged = false;
8375 if (parentgrp == null)
8376 return;
8377
8378 if (parentgrp.RootPart == part)
8379 {
8380
8381 Util.FireAndForget(delegate(object x)
8382 {
8383 parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8384 });
8385 }
8386 else
8387 {
8388 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8389 parentgrp.HasGroupChanged = true;
8390 parentgrp.ScheduleGroupForTerseUpdate();
8391 }
8392 }
8393
8208 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); 8394 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
8209 LSL_List new_rules = rules.GetSublist(idx, -1); 8395 LSL_List new_rules = rules.GetSublist(idx, -1);
8210 setLinkPrimParams((int)new_linknumber, new_rules); 8396 setLinkPrimParams((int)new_linknumber, new_rules);
8211
8212 return; 8397 return;
8213 } 8398 }
8214 } 8399 }
@@ -8233,24 +8418,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8233 } 8418 }
8234 } 8419 }
8235 } 8420 }
8236
8237 if (positionChanged)
8238 {
8239 if (part.ParentGroup.RootPart == part)
8240 {
8241 SceneObjectGroup parent = part.ParentGroup;
8242 Util.FireAndForget(delegate(object x) {
8243 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8244 });
8245 }
8246 else
8247 {
8248 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8249 SceneObjectGroup parent = part.ParentGroup;
8250 parent.HasGroupChanged = true;
8251 parent.ScheduleGroupForTerseUpdate();
8252 }
8253 }
8254 } 8421 }
8255 8422
8256 public LSL_String llStringToBase64(string str) 8423 public LSL_String llStringToBase64(string str)
@@ -8547,16 +8714,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8547 { 8714 {
8548 m_host.AddScriptLPS(1); 8715 m_host.AddScriptLPS(1);
8549 8716
8717 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8718 // keep other options as before
8719
8550 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8720 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8721 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
8551 8722
8552 LSL_List res = new LSL_List(); 8723 LSL_List res = new LSL_List();
8553 8724
8554 foreach (var part in parts) 8725 if (parts.Count > 0)
8555 { 8726 {
8556 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8727 foreach (var part in parts)
8557 res += partRes; 8728 {
8729 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8730 res += partRes;
8731 }
8732 }
8733 if (avatars.Count > 0)
8734 {
8735 foreach (ScenePresence avatar in avatars)
8736 {
8737 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8738 res += avaRes;
8739 }
8558 } 8740 }
8741 return res;
8742 }
8743
8744 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8745 {
8746 // avatars case
8747 // replies as SL wiki
8748
8749 LSL_List res = new LSL_List();
8750// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
8751 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
8752
8753 int idx = 0;
8754 while (idx < rules.Length)
8755 {
8756 int code = (int)rules.GetLSLIntegerItem(idx++);
8757 int remain = rules.Length - idx;
8758
8759 switch (code)
8760 {
8761 case (int)ScriptBaseClass.PRIM_MATERIAL:
8762 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8763 break;
8559 8764
8765 case (int)ScriptBaseClass.PRIM_PHYSICS:
8766 res.Add(new LSL_Integer(0));
8767 break;
8768
8769 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8770 res.Add(new LSL_Integer(0));
8771 break;
8772
8773 case (int)ScriptBaseClass.PRIM_PHANTOM:
8774 res.Add(new LSL_Integer(0));
8775 break;
8776
8777 case (int)ScriptBaseClass.PRIM_POSITION:
8778
8779 Vector3 pos = avatar.OffsetPosition;
8780
8781 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
8782 pos -= sitOffset;
8783
8784 if( sitPart != null)
8785 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
8786
8787 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8788 break;
8789
8790 case (int)ScriptBaseClass.PRIM_SIZE:
8791 // as in llGetAgentSize above
8792 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8793 break;
8794
8795 case (int)ScriptBaseClass.PRIM_ROTATION:
8796 Quaternion rot = avatar.Rotation;
8797 if (sitPart != null)
8798 {
8799 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
8800 }
8801
8802 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8803 break;
8804
8805 case (int)ScriptBaseClass.PRIM_TYPE:
8806 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8807 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8808 res.Add(new LSL_Vector(0f,1.0f,0f));
8809 res.Add(new LSL_Float(0.0f));
8810 res.Add(new LSL_Vector(0, 0, 0));
8811 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8812 res.Add(new LSL_Vector(0, 0, 0));
8813 break;
8814
8815 case (int)ScriptBaseClass.PRIM_TEXTURE:
8816 if (remain < 1)
8817 return res;
8818
8819 int face = (int)rules.GetLSLIntegerItem(idx++);
8820 if (face == ScriptBaseClass.ALL_SIDES)
8821 {
8822 for (face = 0; face < 21; face++)
8823 {
8824 res.Add(new LSL_String(""));
8825 res.Add(new LSL_Vector(0,0,0));
8826 res.Add(new LSL_Vector(0,0,0));
8827 res.Add(new LSL_Float(0.0));
8828 }
8829 }
8830 else
8831 {
8832 if (face >= 0 && face < 21)
8833 {
8834 res.Add(new LSL_String(""));
8835 res.Add(new LSL_Vector(0,0,0));
8836 res.Add(new LSL_Vector(0,0,0));
8837 res.Add(new LSL_Float(0.0));
8838 }
8839 }
8840 break;
8841
8842 case (int)ScriptBaseClass.PRIM_COLOR:
8843 if (remain < 1)
8844 return res;
8845
8846 face = (int)rules.GetLSLIntegerItem(idx++);
8847
8848 if (face == ScriptBaseClass.ALL_SIDES)
8849 {
8850 for (face = 0; face < 21; face++)
8851 {
8852 res.Add(new LSL_Vector(0,0,0));
8853 res.Add(new LSL_Float(0));
8854 }
8855 }
8856 else
8857 {
8858 res.Add(new LSL_Vector(0,0,0));
8859 res.Add(new LSL_Float(0));
8860 }
8861 break;
8862
8863 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8864 if (remain < 1)
8865 return res;
8866 face = (int)rules.GetLSLIntegerItem(idx++);
8867
8868 if (face == ScriptBaseClass.ALL_SIDES)
8869 {
8870 for (face = 0; face < 21; face++)
8871 {
8872 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8873 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8874 }
8875 }
8876 else
8877 {
8878 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8879 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8880 }
8881 break;
8882
8883 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8884 if (remain < 1)
8885 return res;
8886 face = (int)rules.GetLSLIntegerItem(idx++);
8887
8888 if (face == ScriptBaseClass.ALL_SIDES)
8889 {
8890 for (face = 0; face < 21; face++)
8891 {
8892 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8893 }
8894 }
8895 else
8896 {
8897 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8898 }
8899 break;
8900
8901 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
8902 res.Add(new LSL_Integer(0));
8903 res.Add(new LSL_Integer(0));// softness
8904 res.Add(new LSL_Float(0.0f)); // gravity
8905 res.Add(new LSL_Float(0.0f)); // friction
8906 res.Add(new LSL_Float(0.0f)); // wind
8907 res.Add(new LSL_Float(0.0f)); // tension
8908 res.Add(new LSL_Vector(0f,0f,0f));
8909 break;
8910
8911 case (int)ScriptBaseClass.PRIM_TEXGEN:
8912 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8913 if (remain < 1)
8914 return res;
8915 face = (int)rules.GetLSLIntegerItem(idx++);
8916
8917 if (face == ScriptBaseClass.ALL_SIDES)
8918 {
8919 for (face = 0; face < 21; face++)
8920 {
8921 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8922 }
8923 }
8924 else
8925 {
8926 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8927 }
8928 break;
8929
8930 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
8931 res.Add(new LSL_Integer(0));
8932 res.Add(new LSL_Vector(0f,0f,0f));
8933 res.Add(new LSL_Float(0f)); // intensity
8934 res.Add(new LSL_Float(0f)); // radius
8935 res.Add(new LSL_Float(0f)); // falloff
8936 break;
8937
8938 case (int)ScriptBaseClass.PRIM_GLOW:
8939 if (remain < 1)
8940 return res;
8941 face = (int)rules.GetLSLIntegerItem(idx++);
8942
8943 if (face == ScriptBaseClass.ALL_SIDES)
8944 {
8945 for (face = 0; face < 21; face++)
8946 {
8947 res.Add(new LSL_Float(0f));
8948 }
8949 }
8950 else
8951 {
8952 res.Add(new LSL_Float(0f));
8953 }
8954 break;
8955
8956 case (int)ScriptBaseClass.PRIM_TEXT:
8957 res.Add(new LSL_String(""));
8958 res.Add(new LSL_Vector(0f,0f,0f));
8959 res.Add(new LSL_Float(1.0f));
8960 break;
8961
8962 case (int)ScriptBaseClass.PRIM_NAME:
8963 res.Add(new LSL_String(avatar.Name));
8964 break;
8965
8966 case (int)ScriptBaseClass.PRIM_DESC:
8967 res.Add(new LSL_String(""));
8968 break;
8969
8970 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8971 Quaternion lrot = avatar.Rotation;
8972
8973 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
8974 {
8975 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
8976 }
8977 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
8978 break;
8979
8980 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8981 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
8982 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
8983 lpos -= lsitOffset;
8984
8985 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
8986 {
8987 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
8988 }
8989 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
8990 break;
8991
8992 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
8993 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
8994 return res;
8995 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
8996 LSL_List new_rules = rules.GetSublist(idx, -1);
8997
8998 res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
8999 return res;
9000 }
9001 }
8560 return res; 9002 return res;
8561 } 9003 }
8562 9004
@@ -8946,6 +9388,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8946 res.Add(new LSL_Float(primglow)); 9388 res.Add(new LSL_Float(primglow));
8947 } 9389 }
8948 break; 9390 break;
9391
8949 case (int)ScriptBaseClass.PRIM_TEXT: 9392 case (int)ScriptBaseClass.PRIM_TEXT:
8950 Color4 textColor = part.GetTextColor(); 9393 Color4 textColor = part.GetTextColor();
8951 res.Add(new LSL_String(part.Text)); 9394 res.Add(new LSL_String(part.Text));
@@ -8954,18 +9397,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8954 textColor.B)); 9397 textColor.B));
8955 res.Add(new LSL_Float(textColor.A)); 9398 res.Add(new LSL_Float(textColor.A));
8956 break; 9399 break;
9400
8957 case (int)ScriptBaseClass.PRIM_NAME: 9401 case (int)ScriptBaseClass.PRIM_NAME:
8958 res.Add(new LSL_String(part.Name)); 9402 res.Add(new LSL_String(part.Name));
8959 break; 9403 break;
9404
8960 case (int)ScriptBaseClass.PRIM_DESC: 9405 case (int)ScriptBaseClass.PRIM_DESC:
8961 res.Add(new LSL_String(part.Description)); 9406 res.Add(new LSL_String(part.Description));
8962 break; 9407 break;
9408
8963 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9409 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8964 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9410 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8965 break; 9411 break;
9412
8966 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9413 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8967 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9414 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8968 break; 9415 break;
9416
9417 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9418 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9419 return res;
9420 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9421 LSL_List new_rules = rules.GetSublist(idx, -1);
9422 LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9423 res += tres;
9424 return res;
8969 } 9425 }
8970 } 9426 }
8971 return res; 9427 return res;
@@ -11134,6 +11590,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11134 11590
11135 LSL_List ret = new LSL_List(); 11591 LSL_List ret = new LSL_List();
11136 UUID key = new UUID(); 11592 UUID key = new UUID();
11593
11594
11137 if (UUID.TryParse(id, out key)) 11595 if (UUID.TryParse(id, out key))
11138 { 11596 {
11139 ScenePresence av = World.GetScenePresence(key); 11597 ScenePresence av = World.GetScenePresence(key);
@@ -11151,13 +11609,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11151 ret.Add(new LSL_String("")); 11609 ret.Add(new LSL_String(""));
11152 break; 11610 break;
11153 case ScriptBaseClass.OBJECT_POS: 11611 case ScriptBaseClass.OBJECT_POS:
11154 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11612 Vector3 avpos;
11613
11614 if (av.ParentID != 0 && av.ParentPart != null)
11615 {
11616 avpos = av.OffsetPosition;
11617
11618 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11619 avpos -= sitOffset;
11620
11621 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11622 }
11623 else
11624 avpos = av.AbsolutePosition;
11625
11626 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
11155 break; 11627 break;
11156 case ScriptBaseClass.OBJECT_ROT: 11628 case ScriptBaseClass.OBJECT_ROT:
11157 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11629 Quaternion avrot = av.Rotation;
11630 if (av.ParentID != 0 && av.ParentPart != null)
11631 {
11632 avrot = av.ParentPart.GetWorldRotation() * avrot;
11633 }
11634 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
11158 break; 11635 break;
11159 case ScriptBaseClass.OBJECT_VELOCITY: 11636 case ScriptBaseClass.OBJECT_VELOCITY:
11160 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11637 Vector3 avvel = av.Velocity;
11638 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
11161 break; 11639 break;
11162 case ScriptBaseClass.OBJECT_OWNER: 11640 case ScriptBaseClass.OBJECT_OWNER:
11163 ret.Add(new LSL_String(id)); 11641 ret.Add(new LSL_String(id));
@@ -11213,17 +11691,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11213 case ScriptBaseClass.OBJECT_NAME: 11691 case ScriptBaseClass.OBJECT_NAME:
11214 ret.Add(new LSL_String(obj.Name)); 11692 ret.Add(new LSL_String(obj.Name));
11215 break; 11693 break;
11216 case ScriptBaseClass.OBJECT_DESC: 11694 case ScriptBaseClass.OBJECT_DESC:
11217 ret.Add(new LSL_String(obj.Description)); 11695 ret.Add(new LSL_String(obj.Description));
11218 break; 11696 break;
11219 case ScriptBaseClass.OBJECT_POS: 11697 case ScriptBaseClass.OBJECT_POS:
11220 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11698 Vector3 opos = obj.AbsolutePosition;
11699 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
11221 break; 11700 break;
11222 case ScriptBaseClass.OBJECT_ROT: 11701 case ScriptBaseClass.OBJECT_ROT:
11223 ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W)); 11702// Quaternion orot = obj.RotationOffset;
11703// ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W));
11704
11705 LSL_Rotation objrot = GetPartRot(obj);
11706 ret.Add(objrot);
11224 break; 11707 break;
11225 case ScriptBaseClass.OBJECT_VELOCITY: 11708 case ScriptBaseClass.OBJECT_VELOCITY:
11226 ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); 11709 Vector3 ovel = obj.Velocity;
11710 ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
11227 break; 11711 break;
11228 case ScriptBaseClass.OBJECT_OWNER: 11712 case ScriptBaseClass.OBJECT_OWNER:
11229 ret.Add(new LSL_String(obj.OwnerID.ToString())); 11713 ret.Add(new LSL_String(obj.OwnerID.ToString()));
@@ -11257,9 +11741,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11257 // The value returned in SL for normal prims is prim count 11741 // The value returned in SL for normal prims is prim count
11258 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11742 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
11259 break; 11743 break;
11260 // The following 3 costs I have intentionaly coded to return zero. They are part of 11744
11261 // "Land Impact" calculations. These calculations are probably not applicable 11745 // costs below may need to be diferent for root parts, need to check
11262 // to OpenSim and are not yet complete in SL
11263 case ScriptBaseClass.OBJECT_SERVER_COST: 11746 case ScriptBaseClass.OBJECT_SERVER_COST:
11264 // The linden calculation is here 11747 // The linden calculation is here
11265 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11748 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -11267,16 +11750,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11267 ret.Add(new LSL_Float(0)); 11750 ret.Add(new LSL_Float(0));
11268 break; 11751 break;
11269 case ScriptBaseClass.OBJECT_STREAMING_COST: 11752 case ScriptBaseClass.OBJECT_STREAMING_COST:
11270 // The linden calculation is here 11753 // The value returned in SL for normal prims is prim count * 0.06
11271 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11754 ret.Add(new LSL_Float(obj.StreamingCost));
11272 // The value returned in SL for normal prims looks like the prim count * 0.06
11273 ret.Add(new LSL_Float(0));
11274 break; 11755 break;
11275 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11756 case ScriptBaseClass.OBJECT_PHYSICS_COST:
11276 // The linden calculation is here 11757 // The value returned in SL for normal prims is prim count
11277 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11758 ret.Add(new LSL_Float(obj.PhysicsCost));
11278 // The value returned in SL for normal prims looks like the prim count
11279 ret.Add(new LSL_Float(0));
11280 break; 11759 break;
11281 default: 11760 default:
11282 // Invalid or unhandled constant. 11761 // Invalid or unhandled constant.
@@ -11933,9 +12412,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11933 results.Add(r); 12412 results.Add(r);
11934 } 12413 }
11935 12414
11936 // bug: will not detect phantom unless they are physical 12415 // TODO: Replace this with a better solution. ObjectIntersection can only
11937 // don't use ObjectIntersection because its also bad 12416 // detect nonphysical phantoms. They are detected by virtue of being
11938 12417 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12418 // physicsl phantoms as done by the physics scene
12419 // We don't want anything else but phantoms here.
12420 if (detectPhantom)
12421 {
12422 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12423 foreach (ContactResult r in objectHits)
12424 results.Add(r);
12425 }
11939 } 12426 }
11940 else 12427 else
11941 { 12428 {