/* * 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 OpenSim 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.Runtime.Serialization; using System.Security.Permissions; using System.Xml; using System.Xml.Serialization; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { // 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 Changed : uint { INVENTORY = 1, COLOR = 2, SHAPE = 4, SCALE = 8, TEXTURE = 16, LINK = 32, ALLOWED_DROP = 64, OWNER = 128 } [Flags] public enum TextureAnimFlags : byte { NONE = 0x00, ANIM_ON = 0x01, LOOP = 0x02, REVERSE = 0x04, PING_PONG = 0x08, SMOOTH = 0x10, ROTATE = 0x20, SCALE = 0x40 } [Serializable] public partial class SceneObjectPart : IScriptHost, ISerializable { [XmlIgnore] public PhysicsActor PhysActor = null; public LLUUID LastOwnerID; public LLUUID OwnerID; public LLUUID GroupID; public int OwnershipCost; public byte ObjectSaleType; public int SalePrice; public uint Category; // TODO: This needs to be persisted in next XML version update! [XmlIgnore] public int[] PayPrice = {-2,-2,-2,-2,-2}; [XmlIgnore] private Dictionary<LLUUID, scriptEvents> m_scriptEvents = new Dictionary<LLUUID, scriptEvents>(); [XmlIgnore] public scriptEvents m_aggregateScriptEvents=0; [XmlIgnore] private LLObject.ObjectFlags LocalFlags = LLObject.ObjectFlags.None; [XmlIgnore] public bool DIE_AT_EDGE = false; [XmlIgnore] public bool m_IsAttachment = false; [XmlIgnore] public uint m_attachmentPoint = (byte)0; [XmlIgnore] public LLUUID m_attachedAvatar = LLUUID.Zero; [XmlIgnore] public LLVector3 m_attachedPos = LLVector3.Zero; [XmlIgnore] public LLUUID fromAssetID = LLUUID.Zero; [XmlIgnore] public bool m_undoing = false; public Int32 CreationDate; public uint ParentID = 0; private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero; private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0); private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1); public LLUUID m_sitTargetAvatar = LLUUID.Zero; [XmlIgnore] public PhysicsVector m_rotationAxis = new PhysicsVector(1f,1f,1f); #region Permissions public uint BaseMask = (uint)PermissionMask.All; public uint OwnerMask = (uint)PermissionMask.All; public uint GroupMask = (uint)PermissionMask.None; public uint EveryoneMask = (uint)PermissionMask.None; public uint NextOwnerMask = (uint)PermissionMask.All; private UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); public LLObject.ObjectFlags Flags = LLObject.ObjectFlags.None; public uint ObjectFlags { get { return (uint)Flags; } set { Flags = (LLObject.ObjectFlags)value; } } #endregion protected byte[] m_particleSystem = new byte[0]; [XmlIgnore] public uint TimeStampFull = 0; [XmlIgnore] public uint TimeStampTerse = 0; [XmlIgnore] public uint TimeStampLastActivity = 0; // Will be used for AutoReturn /// <summary> /// Only used internally to schedule client updates. /// 0 - no update is scheduled /// 1 - terse update scheduled /// 2 - full update scheduled /// /// TODO - This should be an enumeration /// </summary> private byte m_updateFlag; #region Properties public LLUUID CreatorID; public LLUUID ObjectCreator { get { return CreatorID; } } protected LLUUID m_uuid; public LLUUID UUID { get { return m_uuid; } set { m_uuid = value; } } protected uint m_localId; public uint LocalId { get { return m_localId; } set { m_localId = value; } } protected string m_name; public virtual string Name { get { return m_name; } set { m_name = value; } } public scriptEvents ScriptEvents { get { return m_aggregateScriptEvents; } } protected LLObject.MaterialType m_material = 0; public byte Material { get { return (byte) m_material; } set { m_material = (LLObject.MaterialType) value; } } protected ulong m_regionHandle; public ulong RegionHandle { get { return m_regionHandle; } set { m_regionHandle = value; } } public uint GetEffectiveObjectFlags() { LLObject.ObjectFlags f = Flags; if (m_parentGroup == null || m_parentGroup.RootPart == this) f &= ~(LLObject.ObjectFlags.Touch | LLObject.ObjectFlags.Money); return (uint)Flags | (uint)LocalFlags; } //unkown if this will be kept, added as a way of removing the group position from the group class protected LLVector3 m_groupPosition; /// <summary> /// Method for a prim to get it's world position from the group. /// Remember, the Group Position simply gives the position of the group itself /// </summary> /// <returns>A Linked Child Prim objects position in world</returns> public LLVector3 GetWorldPosition() { Quaternion parentRot = new Quaternion( ParentGroup.RootPart.RotationOffset.W, ParentGroup.RootPart.RotationOffset.X, ParentGroup.RootPart.RotationOffset.Y, ParentGroup.RootPart.RotationOffset.Z); Vector3 axPos = new Vector3( OffsetPosition.X, OffsetPosition.Y, OffsetPosition.Z); axPos = parentRot * axPos; LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z); return GroupPosition + translationOffsetPosition; //return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition); } /// <summary> /// Gets the rotation of this prim offset by the group rotation /// </summary> /// <returns></returns> public LLQuaternion GetWorldRotation() { Quaternion newRot; if (this.LinkNum == 0) { newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z); } else { Quaternion parentRot = new Quaternion( ParentGroup.RootPart.RotationOffset.W, ParentGroup.RootPart.RotationOffset.X, ParentGroup.RootPart.RotationOffset.Y, ParentGroup.RootPart.RotationOffset.Z); Quaternion oldRot = new Quaternion( RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z); newRot = parentRot * oldRot; } return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w); //return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w); } public void StoreUndoState() { if (!m_undoing) { if (m_parentGroup != null) { if (m_undo.Count > 0) { UndoState last = m_undo.Peek(); if (last != null) { if (last.Compare(this)) return; } } if (m_parentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this); m_undo.Push(nUndo); } } } } public void ClearUndoState() { m_undo.Clear(); StoreUndoState(); } public LLVector3 GroupPosition { get { // If this is a linkset, we don't want the physics engine mucking up our group position here. if (PhysActor != null && ParentID == 0) { m_groupPosition.X = PhysActor.Position.X; m_groupPosition.Y = PhysActor.Position.Y; m_groupPosition.Z = PhysActor.Position.Z; } if (m_IsAttachment) { ScenePresence sp = m_parentGroup.Scene.GetScenePresence(m_attachedAvatar); if (sp != null) { return sp.AbsolutePosition; } } return m_groupPosition; } set { StoreUndoState(); m_groupPosition = value; if (PhysActor != null) { try { // Root prim actually goes at Position if (ParentID == 0) { PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); } else { // To move the child prim in respect to the group position and rotation we have to calculate LLVector3 resultingposition = GetWorldPosition(); PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); LLQuaternion resultingrot = GetWorldRotation(); PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z); } // Tell the physics engines that this prim changed. m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } catch (Exception e) { Console.WriteLine(e.Message); } } } } private byte[] m_TextureAnimation; protected LLVector3 m_offsetPosition; public LLVector3 OffsetPosition { get { return m_offsetPosition; } set { StoreUndoState(); m_offsetPosition = value; try { // Hack to get the child prim to update world positions in the physics engine ParentGroup.ResetChildPrimPhysicsPositions(); } catch (NullReferenceException) { // Ignore, and skip over. } //m_log.Info("[PART]: OFFSET:" + m_offsetPosition.ToString()); } } public LLVector3 AbsolutePosition { get { if (m_IsAttachment) return GroupPosition; return m_offsetPosition + m_groupPosition; } } protected LLQuaternion m_rotationOffset; public LLQuaternion RotationOffset { get { // We don't want the physics engine mucking up the rotations in a linkset if (PhysActor != null && ParentID == 0) { if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0 || PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0) { m_rotationOffset.X = PhysActor.Orientation.x; m_rotationOffset.Y = PhysActor.Orientation.y; m_rotationOffset.Z = PhysActor.Orientation.z; m_rotationOffset.W = PhysActor.Orientation.w; } } return m_rotationOffset; } set { StoreUndoState(); m_rotationOffset = value; if (PhysActor != null) { try { // Root prim gets value directly if (ParentID == 0) { PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString()); } else { // Child prim we have to calculate it's world rotationwel LLQuaternion resultingrotation = GetWorldRotation(); PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z); //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString()); } m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); //} } catch (Exception ex) { Console.WriteLine(ex.Message); } } } } protected LLVector3 m_velocity; protected LLVector3 m_rotationalvelocity; /// <summary></summary> public LLVector3 Velocity { get { //if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0 //|| PhysActor.Velocity.z != 0) //{ if (PhysActor != null) { if (PhysActor.IsPhysical) { m_velocity.X = PhysActor.Velocity.X; m_velocity.Y = PhysActor.Velocity.Y; m_velocity.Z = PhysActor.Velocity.Z; } } return m_velocity; } set { m_velocity = value; if (PhysActor != null) { if (PhysActor.IsPhysical) { PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } } } public LLVector3 RotationalVelocity { get { //if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0 //|| PhysActor.Velocity.z != 0) //{ if (PhysActor != null) { if (PhysActor.IsPhysical) { m_rotationalvelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(),0); } } return m_rotationalvelocity; } set { m_rotationalvelocity = value; } } protected LLVector3 m_angularVelocity; /// <summary></summary> public LLVector3 AngularVelocity { get { return m_angularVelocity; } set { m_angularVelocity = value; } } protected LLVector3 m_acceleration; /// <summary></summary> public LLVector3 Acceleration { get { return m_acceleration; } set { m_acceleration = value; } } private string m_description = String.Empty; public string Description { get { return m_description; } set { m_description = value; } } private Color m_color = Color.Black; public Color Color { get { return m_color; } set { m_color = value; TriggerScriptChangedEvent(Changed.COLOR); /* ScheduleFullUpdate() need not be called b/c after * setting the color, the text will be set, so then * ScheduleFullUpdate() will be called. */ //ScheduleFullUpdate(); } } private string m_text = String.Empty; public Vector3 SitTargetPosition { get { return m_sitTargetPosition; } } public Quaternion SitTargetOrientation { get { return m_sitTargetOrientation; } } public string Text { get { string returnstr = m_text; if (returnstr.Length > 255) { returnstr = returnstr.Substring(0, 254); } return returnstr; } set { m_text = value; } } //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) [XmlIgnore] public LLUUID Sound; [XmlIgnore] public byte SoundFlags; [XmlIgnore] public double SoundGain; [XmlIgnore] public double SoundRadius; private string m_sitName = String.Empty; public string SitName { get { return m_sitName; } set { m_sitName = value; } } private string m_touchName = String.Empty; public string TouchName { get { return m_touchName; } set { m_touchName = value; } } private int m_linkNum = 0; public int LinkNum { get { return m_linkNum; } set { m_linkNum = value; TriggerScriptChangedEvent(Changed.LINK); } } private byte m_clickAction = 0; public byte ClickAction { get { return m_clickAction; } set { m_clickAction = value; } } protected PrimitiveBaseShape m_shape; /// <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(LLVector3 impulsei, bool localGlobalTF) { PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); if (localGlobalTF) { LLQuaternion grot = GetWorldRotation(); Quaternion AXgrot = new Quaternion(grot.W,grot.X,grot.Y,grot.Z); Vector3 AXimpulsei = new Vector3(impulsei.X, impulsei.Y, impulsei.Z); Vector3 newimpulse = AXgrot * AXimpulsei; impulse = new PhysicsVector(newimpulse.x, newimpulse.y, newimpulse.z); } else { if (m_parentGroup != null) { m_parentGroup.applyImpulse(impulse); } } } public void MoveToTarget(LLVector3 target, float tau) { if (tau > 0) { m_parentGroup.moveToTarget(target, tau); } else { StopMoveToTarget(); } } public void StopMoveToTarget() { m_parentGroup.stopMoveToTarget(); } public void TriggerScriptChangedEvent(Changed val) { if (m_parentGroup != null) { if (m_parentGroup.Scene != null) m_parentGroup.Scene.TriggerObjectChanged(LocalId, (uint)val); } } public PrimitiveBaseShape Shape { get { return m_shape; } set { m_shape = value; TriggerScriptChangedEvent(Changed.SHAPE); } } public LLVector3 Scale { get { return m_shape.Scale; } set { StoreUndoState(); m_shape.Scale = value; TriggerScriptChangedEvent(Changed.SCALE); } } public bool Stopped { get { double threshold = 0.02; return (Math.Abs(Velocity.X) < threshold && Math.Abs(Velocity.Y) < threshold && Math.Abs(Velocity.Z) < threshold && Math.Abs(AngularVelocity.X) < threshold && Math.Abs(AngularVelocity.Y) < threshold && Math.Abs(AngularVelocity.Z) < threshold); } } #endregion public LLUUID ObjectOwner { get { return OwnerID; } } // FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out. protected SceneObjectGroup m_parentGroup; public SceneObjectGroup ParentGroup { get { return m_parentGroup; } } public byte UpdateFlag { get { return m_updateFlag; } set { m_updateFlag = value; } } #region Constructors /// <summary> /// No arg constructor called by region restore db code /// </summary> public SceneObjectPart() { // It's not necessary to persist this m_TextureAnimation = new byte[0]; } public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID, PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition) : this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition) { } /// <summary> /// Create a completely new SceneObjectPart (prim) /// </summary> /// <param name="regionHandle"></param> /// <param name="parent"></param> /// <param name="ownerID"></param> /// <param name="localID"></param> /// <param name="shape"></param> /// <param name="position"></param> public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID, PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset, LLVector3 offsetPosition) { m_name = "Primitive"; m_regionHandle = regionHandle; m_parentGroup = parent; CreationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; OwnerID = ownerID; CreatorID = OwnerID; LastOwnerID = LLUUID.Zero; UUID = LLUUID.Random(); LocalId = (uint) (localID); Shape = shape; // Todo: Add More Object Parameter from above! OwnershipCost = 0; ObjectSaleType = (byte) 0; SalePrice = 0; Category = (uint) 0; LastOwnerID = CreatorID; // End Todo: /// GroupPosition = groupPosition; OffsetPosition = offsetPosition; RotationOffset = rotationOffset; Velocity = new LLVector3(0, 0, 0); m_rotationalvelocity = new LLVector3(0, 0, 0); AngularVelocity = new LLVector3(0, 0, 0); Acceleration = new LLVector3(0, 0, 0); m_TextureAnimation = new byte[0]; // 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 Flags = 0; Flags |= LLObject.ObjectFlags.CreateSelected; TrimPermissions(); //m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo()); ScheduleFullUpdate(); } /// <summary> /// Re/create a SceneObjectPart (prim) /// currently not used, and maybe won't be /// </summary> /// <param name="regionHandle"></param> /// <param name="parent"></param> /// <param name="ownerID"></param> /// <param name="localID"></param> /// <param name="shape"></param> /// <param name="position"></param> public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, int creationDate, LLUUID ownerID, LLUUID creatorID, LLUUID lastOwnerID, uint localID, PrimitiveBaseShape shape, LLVector3 position, LLQuaternion rotation, uint flags) { m_regionHandle = regionHandle; m_parentGroup = parent; TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); CreationDate = creationDate; OwnerID = ownerID; CreatorID = creatorID; LastOwnerID = lastOwnerID; UUID = LLUUID.Random(); LocalId = (uint) (localID); Shape = shape; OwnershipCost = 0; ObjectSaleType = (byte) 0; SalePrice = 0; Category = (uint) 0; LastOwnerID = CreatorID; OffsetPosition = position; RotationOffset = rotation; ObjectFlags = flags; // Since we don't store script state, this is only a 'temporary' objectflag now // If the object is scripted, the script will get loaded and this will be set again ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch); TrimPermissions(); // ApplyPhysics(); ScheduleFullUpdate(); } #endregion /// <summary> /// Restore this part from the serialized xml representation. /// </summary> /// <param name="xmlreader"></param> /// <returns></returns> public static SceneObjectPart FromXml(XmlReader xmlReader) { // It's not necessary to persist this XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart)); SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader); return newobject; } public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim) { bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim); bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0); // Added clarification.. since A rigid body is an object that you can kick around, etc. bool RigidBody = isPhysical && !isPhantom; // The only time the physics scene shouldn't know about the prim is if it's phantom if (!isPhantom) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, Shape, new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), new PhysicsVector(Scale.X, Scale.Y, Scale.Z), new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z), RigidBody); // Basic Physics returns null.. joy joy joy. if (PhysActor != null) { PhysActor.LocalID = LocalId; DoPhysicsPropertyUpdate(RigidBody, true); } } } public void TrimPermissions() { BaseMask &= (uint)PermissionMask.All; OwnerMask &= (uint)PermissionMask.All; GroupMask &= (uint)PermissionMask.All; EveryoneMask &= (uint)PermissionMask.All; NextOwnerMask &= (uint)PermissionMask.All; } /// <summary> /// Serialize this part to xml. /// </summary> /// <param name="xmlWriter"></param> public void ToXml(XmlWriter xmlWriter) { XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart)); serializer.Serialize(xmlWriter, this); } public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot) { // In this case we're using a sphere with a radius of the largest dimention of the prim // TODO: Change to take shape into account EntityIntersection returnresult = new EntityIntersection(); Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z); Quaternion qRotation = new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z); //Quaternion worldRotation = (qRotation*parentrot); //Matrix3 worldRotM = worldRotation.ToRotationMatrix(); Vector3 rOrigin = iray.Origin; Vector3 rDirection = iray.Direction; //rDirection = rDirection.Normalize(); // Buidling the first part of the Quadratic equation Vector3 r2ndDirection = rDirection*rDirection; float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z; // Buidling the second part of the Quadratic equation Vector3 tmVal2 = rOrigin - vAbsolutePosition; Vector3 r2Direction = rDirection*2.0f; Vector3 tmVal3 = r2Direction*tmVal2; float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z; // Buidling the third part of the Quadratic equation Vector3 tmVal4 = rOrigin*rOrigin; Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition; Vector3 tmVal6 = vAbsolutePosition*rOrigin; // Set Radius to the largest dimention of the prim float radius = 0f; if (vScale.x > radius) radius = vScale.x; if (vScale.y > radius) radius = vScale.y; if (vScale.z > radius) radius = vScale.z; // the second part of this is the default prim size // once we factor in the aabb of the prim we're adding we can // change this to; // radius = (radius / 2) - 0.01f; // radius = (radius / 2) + (0.5f / 2) - 0.1f; //radius = radius; float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z - (2.0f*(tmVal6.x + tmVal6.y + tmVal6.z + (radius*radius))); // Yuk Quadradrics.. Solve first float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3); if (rootsqr < 0.0f) { // No intersection return returnresult; } float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f); if (root < 0.0f) { // perform second quadratic root solution root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f); // is there any intersection? if (root < 0.0f) { // nope, no intersection return returnresult; } } // We got an intersection. putting together an EntityIntersection object with the // intersection information Vector3 ipoint = new Vector3(iray.Origin.x + (iray.Direction.x*root), iray.Origin.y + (iray.Direction.y*root), iray.Origin.z + (iray.Direction.z*root)); returnresult.HitTF = true; returnresult.ipoint = ipoint; // Normal is calculated by the difference and then normalizing the result Vector3 normalpart = ipoint - vAbsolutePosition; returnresult.normal = normalpart / normalpart.Length; // It's funny how the LLVector3 object has a Distance function, but the Axiom.Math object doesnt. // I can write a function to do it.. but I like the fact that this one is Static. LLVector3 distanceConvert1 = new LLVector3(iray.Origin.x, iray.Origin.y, iray.Origin.z); LLVector3 distanceConvert2 = new LLVector3(ipoint.x, ipoint.y, ipoint.z); float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2); returnresult.distance = distance; return returnresult; } public double GetDistanceTo(Vector3 a, Vector3 b) { float dx = a.x - b.x; float dy = a.y - b.y; float dz = a.z - b.z; return Math.Sqrt(dx * dx + dy * dy + dz * dz); } public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, 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(); LLVector3 pos = GetWorldPosition(); LLQuaternion rot = GetWorldRotation(); // Variables prefixed with AX are Axiom.Math copies of the LL variety. Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z); AXrot.Normalize(); Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z); // tScale is the offset to derive the vertex based on the scale. // it's different for each vertex because we've got to rotate it // to get the world position of the vertex to produce the Oriented Bounding Box Vector3 tScale = new Vector3(); Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f); //Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale)); //Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1)); // rScale is the rotated offset to find a vertex based on the scale and the world rotation. Vector3 rScale = new Vector3(); // Get Vertexes for Faces Stick them into ABCD for each Face // Form: Face<vertex>[face] that corresponds to the below diagram #region ABCD Face Vertex Map Comment Diagram // A _________ B // | | // | 4 top | // |_________| // C D // A _________ B // | Back | // | 3 | // |_________| // C D // A _________ B B _________ A // | Left | | Right | // | 0 | | 2 | // |_________| |_________| // C D D C // A _________ B // | Front | // | 1 | // |_________| // C D // C _________ D // | | // | 5 bot | // |_________| // A B #endregion #region Plane Decomposition of Oriented Bounding Box tScale = new Vector3(AXscale.x, -AXscale.y, AXscale.z); rScale = ((AXrot * tScale)); vertexes[0] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[0].x = pos.X + vertexes[0].x; //vertexes[0].y = pos.Y + vertexes[0].y; //vertexes[0].z = pos.Z + vertexes[0].z; FaceA[0] = vertexes[0]; FaceB[3] = vertexes[0]; FaceA[4] = vertexes[0]; tScale = AXscale; rScale = ((AXrot * tScale)); vertexes[1] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[1].x = pos.X + vertexes[1].x; // vertexes[1].y = pos.Y + vertexes[1].y; //vertexes[1].z = pos.Z + vertexes[1].z; FaceB[0] = vertexes[1]; FaceA[1] = vertexes[1]; FaceC[4] = vertexes[1]; tScale = new Vector3(AXscale.x, -AXscale.y, -AXscale.z); rScale = ((AXrot * tScale)); vertexes[2] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); //vertexes[2].x = pos.X + vertexes[2].x; //vertexes[2].y = pos.Y + vertexes[2].y; //vertexes[2].z = pos.Z + vertexes[2].z; FaceC[0] = vertexes[2]; FaceD[3] = vertexes[2]; FaceC[5] = vertexes[2]; tScale = new Vector3(AXscale.x, AXscale.y, -AXscale.z); rScale = ((AXrot * tScale)); vertexes[3] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); //vertexes[3].x = pos.X + vertexes[3].x; // vertexes[3].y = pos.Y + vertexes[3].y; // vertexes[3].z = pos.Z + vertexes[3].z; FaceD[0] = vertexes[3]; FaceC[1] = vertexes[3]; FaceA[5] = vertexes[3]; tScale = new Vector3(-AXscale.x, AXscale.y, AXscale.z); rScale = ((AXrot * tScale)); vertexes[4] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[4].x = pos.X + vertexes[4].x; // vertexes[4].y = pos.Y + vertexes[4].y; // vertexes[4].z = pos.Z + vertexes[4].z; FaceB[1] = vertexes[4]; FaceA[2] = vertexes[4]; FaceD[4] = vertexes[4]; tScale = new Vector3(-AXscale.x, AXscale.y, -AXscale.z); rScale = ((AXrot * tScale)); vertexes[5] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[5].x = pos.X + vertexes[5].x; // vertexes[5].y = pos.Y + vertexes[5].y; // vertexes[5].z = pos.Z + vertexes[5].z; FaceD[1] = vertexes[5]; FaceC[2] = vertexes[5]; FaceB[5] = vertexes[5]; tScale = new Vector3(-AXscale.x, -AXscale.y, AXscale.z); rScale = ((AXrot * tScale)); vertexes[6] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[6].x = pos.X + vertexes[6].x; // vertexes[6].y = pos.Y + vertexes[6].y; // vertexes[6].z = pos.Z + vertexes[6].z; FaceB[2] = vertexes[6]; FaceA[3] = vertexes[6]; FaceB[4] = vertexes[6]; tScale = new Vector3(-AXscale.x, -AXscale.y, -AXscale.z); rScale = ((AXrot * tScale)); vertexes[7] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); // vertexes[7].x = pos.X + vertexes[7].x; // vertexes[7].y = pos.Y + vertexes[7].y; // vertexes[7].z = pos.Z + vertexes[7].z; FaceD[2] = vertexes[7]; FaceC[3] = vertexes[7]; FaceD[5] = vertexes[7]; #endregion // Get our plane normals for (int i = 0; i < 6; i++) { //m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]); // Our Plane direction AmBa = FaceA[i] - FaceB[i]; AmBb = FaceB[i] - FaceC[i]; cross = AmBb.Cross(AmBa); // normalize the cross product to get the normal. normals[i] = cross / cross.Length; //m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString()); //distance[i] = (normals[i].x * AmBa.x + normals[i].y * AmBa.y + normals[i].z * AmBa.z) * -1; } EntityIntersection returnresult = new EntityIntersection(); returnresult.distance = 1024; float c = 0; float a = 0; float d = 0; Vector3 q = new Vector3(); #region OBB Version 2 Experiment //float fmin = 999999; //float fmax = -999999; //float s = 0; //for (int i=0;i<6;i++) //{ //s = iray.Direction.Dot(normals[i]); //d = normals[i].Dot(FaceB[i]); //if (s == 0) //{ //if (iray.Origin.Dot(normals[i]) > d) //{ //return returnresult; //} // else //{ //continue; //} //} //a = (d - iray.Origin.Dot(normals[i])) / s; //if (iray.Direction.Dot(normals[i]) < 0) //{ //if (a > fmax) //{ //if (a > fmin) //{ //return returnresult; //} //fmax = a; //} //} //else //{ //if (a < fmin) //{ //if (a < 0 || a < fmax) //{ //return returnresult; //} //fmin = a; //} //} //} //if (fmax > 0) // a= fmax; //else // a=fmin; //q = iray.Origin + a * iray.Direction; #endregion // Loop over faces (6 of them) for (int i = 0; i < 6; i++) { AmBa = FaceA[i] - FaceB[i]; AmBb = FaceB[i] - FaceC[i]; d = normals[i].Dot(FaceB[i]); if (faceCenters) { c = normals[i].Dot(normals[i]); } else { c = iray.Direction.Dot(normals[i]); } if (c == 0) continue; a = (d - iray.Origin.Dot(normals[i])) / c; if (a < 0) continue; // If the normal is pointing outside the object if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly) { if (faceCenters) { //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f; q = iray.Origin + a * normals[i]; } else { q = iray.Origin + a * iray.Direction; } 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 < returnresult.distance) { returnresult.distance = distance2; returnresult.HitTF = true; returnresult.ipoint = q; m_log.Info("[FACE]:" + i.ToString()); m_log.Info("[POINT]: " + q.ToString()); m_log.Info("[DIST]: " + distance2.ToString()); returnresult.normal = normals[i]; returnresult.AAfaceNormal = AAfacenormals[i]; } } } return returnresult; } // Use this for attachments! LocalID should be avatar's localid public void SetParentLocalId(uint localID) { ParentID = localID; } public void SetAttachmentPoint(uint AttachmentPoint) { m_attachmentPoint = AttachmentPoint; // save the attachment point. //if (AttachmentPoint != 0) //{ m_shape.State = (byte)AttachmentPoint; //} } /// <summary> /// /// </summary> public void SetParent(SceneObjectGroup parent) { m_parentGroup = parent; } public void SetSitTarget(Vector3 offset, Quaternion orientation) { m_sitTargetPosition = offset; m_sitTargetOrientation = orientation; } public void SetBuoyancy(float fvalue) { if (PhysActor != null) { PhysActor.Buoyancy = fvalue; } } public void SetAxisRotation(int axis, int rotate) { if (m_parentGroup != null) { m_parentGroup.SetAxisRotation(axis, rotate); } } public void SetPhysicsAxisRotation() { PhysActor.LockAngularMotion(m_rotationAxis); m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } public void SetFloatOnWater(int floatYN) { if (PhysActor != null) { if (floatYN == 1) { PhysActor.FloatOnWater = true; } else { PhysActor.FloatOnWater = false; } } } public LLVector3 GetSitTargetPositionLL() { return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z); } public LLQuaternion GetSitTargetOrientationLL() { return new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z, m_sitTargetOrientation.w); } // Utility function so the databases don't have to reference axiom.math public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation) { if ( !(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) && orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0)) { m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z); m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z); } } public Vector3 GetSitTargetPosition() { return m_sitTargetPosition; } public Quaternion GetSitTargetOrientation() { return m_sitTargetOrientation; } public void SetAvatarOnSitTarget(LLUUID avatarID) { m_sitTargetAvatar = avatarID; TriggerScriptChangedEvent(Changed.LINK); } public LLUUID GetAvatarOnSitTarget() { return m_sitTargetAvatar; } public LLUUID GetRootPartUUID() { if (m_parentGroup != null) { return m_parentGroup.UUID; } return LLUUID.Zero; } public static SceneObjectPart Create() { SceneObjectPart part = new SceneObjectPart(); part.UUID = LLUUID.Random(); PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); part.Shape = shape; part.Name = "Primitive"; part.OwnerID = LLUUID.Random(); return part; } #region Copying /// <summary> /// Duplicates this part. /// </summary> /// <returns></returns> public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum, bool userExposed) { SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone(); dupe.m_shape = m_shape.Copy(); dupe.m_regionHandle = m_regionHandle; if (userExposed) dupe.UUID = LLUUID.Random(); dupe.LocalId = localID; dupe.OwnerID = AgentID; dupe.GroupID = GroupID; dupe.GroupPosition = new LLVector3(GroupPosition.X, GroupPosition.Y, GroupPosition.Z); dupe.OffsetPosition = new LLVector3(OffsetPosition.X, OffsetPosition.Y, OffsetPosition.Z); dupe.RotationOffset = new LLQuaternion(RotationOffset.X, RotationOffset.Y, RotationOffset.Z, RotationOffset.W); dupe.Velocity = new LLVector3(0, 0, 0); dupe.Acceleration = new LLVector3(0, 0, 0); dupe.AngularVelocity = new LLVector3(0, 0, 0); dupe.ObjectFlags = ObjectFlags; dupe.OwnershipCost = OwnershipCost; dupe.ObjectSaleType = ObjectSaleType; dupe.SalePrice = SalePrice; dupe.Category = Category; dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone(); if (userExposed) dupe.ResetIDs(linkNum); // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. dupe.LastOwnerID = ObjectOwner; byte[] extraP = new byte[Shape.ExtraParams.Length]; Array.Copy(Shape.ExtraParams, extraP, extraP.Length); dupe.Shape.ExtraParams = extraP; if (userExposed) { if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero) { m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true); } bool UsePhysics = ((dupe.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0); dupe.DoPhysicsPropertyUpdate(UsePhysics, true); } return dupe; } #endregion /// <summary> /// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and /// generating new LLUUIDs for all the items in the inventory. /// </summary> /// <param name="linkNum">Link number for the part</param> public void ResetIDs(int linkNum) { UUID = LLUUID.Random(); LinkNum = linkNum; ResetInventoryIDs(); } #region Update Scheduling /// <summary> /// Clear all pending updates /// </summary> private void ClearUpdateSchedule() { m_updateFlag = 0; } /// <summary> /// Schedules this prim for a full update /// </summary> public void ScheduleFullUpdate() { if (m_parentGroup != null) { m_parentGroup.HasGroupChanged = true; m_parentGroup.QueueForUpdateCheck(); } int timeNow = Util.UnixTimeSinceEpoch(); // If multiple updates are scheduled on the same second, we still need to perform all of them // So we'll force the issue by bumping up the timestamp so that later processing sees these need // to be performed. if (timeNow <= TimeStampFull) { TimeStampFull += 1; } else { TimeStampFull = (uint)timeNow; } m_updateFlag = 2; // m_log.DebugFormat( // "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}", // UUID, Name, TimeStampFull); } public void AddFlag(LLObject.ObjectFlags flag) { LLObject.ObjectFlags prevflag = Flags; //uint objflags = Flags; if ((ObjectFlags & (uint) flag) == 0) { //Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString()); Flags |= flag; } //uint currflag = (uint)Flags; //System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString()); //ScheduleFullUpdate(); } public void RemFlag(LLObject.ObjectFlags flag) { LLObject.ObjectFlags prevflag = Flags; if ((ObjectFlags & (uint) flag) != 0) { //Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString()); Flags &= ~flag; } //System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + Flags.ToString()); //ScheduleFullUpdate(); } /// <summary> /// Schedule a terse update for this prim. Terse updates only send position, /// rotation, velocity, rotational velocity and shape information. /// </summary> public void ScheduleTerseUpdate() { if (m_updateFlag < 1) { if (m_parentGroup != null) { m_parentGroup.HasGroupChanged = true; m_parentGroup.QueueForUpdateCheck(); } TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); m_updateFlag = 1; // m_log.DebugFormat( // "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}", // UUID, Name, TimeStampTerse); } } /// <summary> /// Tell all the prims which have had updates scheduled /// </summary> public void SendScheduledUpdates() { if (m_updateFlag == 1) //some change has been made so update the clients { AddTerseUpdateToAllAvatars(); ClearUpdateSchedule(); // This causes the Scene to 'poll' physical objects every couple of frames // bad, so it's been replaced by an event driven method. //if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0) //{ // Only send the constant terse updates on physical objects! //ScheduleTerseUpdate(); //} } else { if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes { AddFullUpdateToAllAvatars(); ClearUpdateSchedule(); } } } #endregion #region Shape /// <summary> /// /// </summary> /// <param name="shapeBlock"></param> public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock) { m_shape.PathBegin = shapeBlock.PathBegin; m_shape.PathEnd = shapeBlock.PathEnd; m_shape.PathScaleX = shapeBlock.PathScaleX; m_shape.PathScaleY = shapeBlock.PathScaleY; m_shape.PathShearX = shapeBlock.PathShearX; m_shape.PathShearY = shapeBlock.PathShearY; m_shape.PathSkew = shapeBlock.PathSkew; m_shape.ProfileBegin = shapeBlock.ProfileBegin; m_shape.ProfileEnd = shapeBlock.ProfileEnd; m_shape.PathCurve = shapeBlock.PathCurve; m_shape.ProfileCurve = shapeBlock.ProfileCurve; m_shape.ProfileHollow = shapeBlock.ProfileHollow; m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset; m_shape.PathRevolutions = shapeBlock.PathRevolutions; m_shape.PathTaperX = shapeBlock.PathTaperX; m_shape.PathTaperY = shapeBlock.PathTaperY; m_shape.PathTwist = shapeBlock.PathTwist; m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; if (PhysActor != null) { PhysActor.Shape = m_shape; } ScheduleFullUpdate(); } #endregion #region ExtraParams public void UpdatePrimFlags(ushort type, bool inUse, byte[] data) { //m_log.Info("TSomething1:" + ((type & (ushort)ExtraParamType.Something1) == (ushort)ExtraParamType.Something1)); //m_log.Info("TSomething2:" + ((type & (ushort)ExtraParamType.Something2) == (ushort)ExtraParamType.Something2)); //m_log.Info("TSomething3:" + ((type & (ushort)ExtraParamType.Something3) == (ushort)ExtraParamType.Something3)); //m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4)); //m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5)); //m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6)); bool usePhysics = false; bool IsTemporary = false; bool IsPhantom = false; bool castsShadows = false; bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0); //bool IsLocked = false; int i = 0; try { i += 46; //IsLocked = (data[i++] != 0) ? true : false; usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false; //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString()); IsTemporary = (data[i++] != 0) ? true : false; IsPhantom = (data[i++] != 0) ? true : false; castsShadows = (data[i++] != 0) ? true : false; } catch (Exception) { Console.WriteLine("Ignoring invalid Packet:"); //Silently ignore it - TODO: FIXME Quick } if (usePhysics) { AddFlag(LLObject.ObjectFlags.Physics); if (!wasUsingPhysics) { DoPhysicsPropertyUpdate(usePhysics, false); if (m_parentGroup != null) { if (m_parentGroup.RootPart != null) { if (LocalId == m_parentGroup.RootPart.LocalId) { m_parentGroup.CheckSculptAndLoad(); } } } } } else { RemFlag(LLObject.ObjectFlags.Physics); if (wasUsingPhysics) { DoPhysicsPropertyUpdate(usePhysics, false); } } if (IsPhantom) { AddFlag(LLObject.ObjectFlags.Phantom); if (PhysActor != null) { m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make Scene public PhysActor = null; } } else { RemFlag(LLObject.ObjectFlags.Phantom); if (PhysActor == null) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, Shape, new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), new PhysicsVector(Scale.X, Scale.Y, Scale.Z), new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z), usePhysics); if (PhysActor != null) { PhysActor.LocalID = LocalId; DoPhysicsPropertyUpdate(usePhysics, true); if (m_parentGroup != null) { if (m_parentGroup.RootPart != null) { if (LocalId == m_parentGroup.RootPart.LocalId) { m_parentGroup.CheckSculptAndLoad(); } } } } } else { PhysActor.IsPhysical = usePhysics; DoPhysicsPropertyUpdate(usePhysics, false); if (m_parentGroup != null) { if (m_parentGroup.RootPart != null) { if (LocalId == m_parentGroup.RootPart.LocalId) { m_parentGroup.CheckSculptAndLoad(); } } } } } if (IsTemporary) { AddFlag(LLObject.ObjectFlags.TemporaryOnRez); } else { RemFlag(LLObject.ObjectFlags.TemporaryOnRez); } // System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); ScheduleFullUpdate(); } public void ScriptSetPhysicsStatus(bool UsePhysics) { if (m_parentGroup != null) { m_parentGroup.ScriptSetPhysicsStatus(UsePhysics); } } public void ScriptSetPhantomStatus(bool Phantom) { if (m_parentGroup != null) { m_parentGroup.ScriptSetPhantomStatus(Phantom); } } public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) { if (PhysActor != null) { if (UsePhysics != PhysActor.IsPhysical || isNew) { if (PhysActor.IsPhysical) { if (!isNew) ParentGroup.Scene.RemovePhysicalPrim(1); PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; PhysActor.delink(); } PhysActor.IsPhysical = UsePhysics; // If we're not what we're supposed to be in the physics scene, recreate ourselves. //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make Scene public //PhysActor = null; if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) { //PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( //Name, //Shape, //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, //AbsolutePosition.Z), //new PhysicsVector(Scale.X, Scale.Y, Scale.Z), //new Quaternion(RotationOffset.W, RotationOffset.X, //RotationOffset.Y, RotationOffset.Z), UsePhysics); if (UsePhysics) { ParentGroup.Scene.AddPhysicalPrim(1); PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; PhysActor.OnOutOfBounds += PhysicsOutOfBounds; if (ParentID != 0 && ParentID != LocalId) { if (ParentGroup.RootPart.PhysActor != null) { PhysActor.link(ParentGroup.RootPart.PhysActor); } } } } } m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } public void UpdateExtraParam(ushort type, bool inUse, byte[] data) { m_shape.ReadInUpdateExtraParam(type, inUse, data); if (type == 0x30) { if (m_shape.SculptEntry && m_shape.SculptTexture != LLUUID.Zero) { //AssetBase tx = m_parentGroup.Scene.getase m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true); } } ScheduleFullUpdate(); } public void SculptTextureCallback(LLUUID textureID, AssetBase texture) { if (m_shape.SculptEntry) { if (texture != null) { m_shape.SculptData = texture.Data; if (PhysActor != null) { // Tricks physics engine into thinking we've changed the part shape. PrimitiveBaseShape m_newshape = m_shape.Copy(); PhysActor.Shape = m_newshape; m_shape = m_newshape; } } } } #endregion #region Physics public float GetMass() { if (PhysActor != null) { return PhysActor.Mass; } else { return 0; } } public LLVector3 GetGeometricCenter() { if (PhysActor != null) { return new LLVector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z); } else { return new LLVector3(0, 0, 0); } } #endregion #region Texture /// <summary> /// /// </summary> /// <param name="textureEntry"></param> public void UpdateTextureEntry(byte[] textureEntry) { m_shape.TextureEntry = textureEntry; TriggerScriptChangedEvent(Changed.TEXTURE); ScheduleFullUpdate(); } // Added to handle bug in libsecondlife's TextureEntry.ToBytes() // not handling RGBA properly. Cycles through, and "fixes" the color // info public void UpdateTexture(LLObject.TextureEntry tex) { //LLColor tmpcolor; //for (uint i = 0; i < 32; i++) //{ // if (tex.FaceTextures[i] != null) // { // tmpcolor = tex.GetFace((uint) i).RGBA; // tmpcolor.A = tmpcolor.A*255; // tmpcolor.R = tmpcolor.R*255; // tmpcolor.G = tmpcolor.G*255; // tmpcolor.B = tmpcolor.B*255; // tex.FaceTextures[i].RGBA = tmpcolor; // } //} //tmpcolor = tex.DefaultTexture.RGBA; //tmpcolor.A = tmpcolor.A*255; //tmpcolor.R = tmpcolor.R*255; //tmpcolor.G = tmpcolor.G*255; //tmpcolor.B = tmpcolor.B*255; //tex.DefaultTexture.RGBA = tmpcolor; UpdateTextureEntry(tex.ToBytes()); } public byte ConvertScriptUintToByte(uint indata) { byte outdata = (byte)TextureAnimFlags.NONE; if ((indata & 1) != 0) outdata |= (byte)TextureAnimFlags.ANIM_ON; if ((indata & 2) != 0) outdata |= (byte)TextureAnimFlags.LOOP; if ((indata & 4) != 0) outdata |= (byte)TextureAnimFlags.REVERSE; if ((indata & 8) != 0) outdata |= (byte)TextureAnimFlags.PING_PONG; if ((indata & 16) != 0) outdata |= (byte)TextureAnimFlags.SMOOTH; if ((indata & 32) != 0) outdata |= (byte)TextureAnimFlags.ROTATE; if ((indata & 64) != 0) outdata |= (byte)TextureAnimFlags.SCALE; return outdata; } public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) { byte[] data = new byte[16]; int pos = 0; // The flags don't like conversion from uint to byte, so we have to do // it the crappy way. See the above function :( data[pos] = ConvertScriptUintToByte(pTexAnim.Flags); pos++; data[pos] = (byte)pTexAnim.Face; pos++; data[pos] = (byte)pTexAnim.SizeX; pos++; data[pos] = (byte)pTexAnim.SizeY; pos++; Helpers.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); Helpers.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); Helpers.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); m_TextureAnimation = data; } #endregion #region ParticleSystem public void AddNewParticleSystem(Primitive.ParticleSystem pSystem) { m_particleSystem = pSystem.GetBytes(); } #endregion #region Position /// <summary> /// /// </summary> /// <param name="pos"></param> public void UpdateOffSet(LLVector3 pos) { if ((pos.X != OffsetPosition.X) || (pos.Y != OffsetPosition.Y) || (pos.Z != OffsetPosition.Z)) { LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z); OffsetPosition = newPos; ScheduleTerseUpdate(); } } public void UpdateGroupPosition(LLVector3 pos) { if ((pos.X != GroupPosition.X) || (pos.Y != GroupPosition.Y) || (pos.Z != GroupPosition.Z)) { LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z); GroupPosition = newPos; ScheduleTerseUpdate(); } } #endregion #region rotation public void UpdateRotation(LLQuaternion rot) { if ((rot.X != RotationOffset.X) || (rot.Y != RotationOffset.Y) || (rot.Z != RotationOffset.Z) || (rot.W != RotationOffset.W)) { //StoreUndoState(); RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W); ScheduleTerseUpdate(); } } #endregion #region Sound public void PreloadSound(string sound) { LLUUID ownerID = OwnerID; LLUUID objectID = UUID; LLUUID soundID = LLUUID.Zero; if (!LLUUID.TryParse(sound, out soundID)) { //Trys to fetch sound id from prim's inventory. //Prim's inventory doesn't support non script items yet SceneObjectPart op = this; foreach (KeyValuePair<LLUUID, TaskInventoryItem> item in op.TaskInventory) { if (item.Value.Name == sound) { soundID = item.Value.ItemID; break; } } } List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); foreach (ScenePresence p in avatarts) { // TODO: some filtering by distance of avatar p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID); } } public void AdjustSoundGain(double volume) { if (volume > 1) volume = 1; if (volume < 0) volume = 0; List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); foreach (ScenePresence p in avatarts) { p.ControllingClient.SendAttachedSoundGainChange(UUID, (float)volume); } } public void SendSound(string sound, double volume, bool triggered, byte flags) { if (volume > 1) volume = 1; if (volume < 0) volume = 0; LLUUID ownerID = OwnerID; LLUUID objectID = UUID; LLUUID parentID = GetRootPartUUID(); LLUUID soundID = LLUUID.Zero; LLVector3 position = AbsolutePosition; // region local ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; //byte flags = 0; if (!LLUUID.TryParse(sound, out soundID)) { // search sound file from inventory SceneObjectPart op = this; foreach (KeyValuePair<LLUUID, TaskInventoryItem> item in op.TaskInventory) { if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) { soundID = item.Value.ItemID; break; } } } if (soundID == LLUUID.Zero) return; List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); foreach (ScenePresence p in avatarts) { double dis=Util.GetDistanceTo(p.AbsolutePosition, position); if (dis > 100.0) // Max audio distance continue; // Scale by distance volume*=((100.0-dis)/100.0); if (triggered) { p.ControllingClient.SendTriggeredSound(soundID, ownerID, objectID, parentID, regionHandle, position, (float)volume); } else { p.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)volume, flags); } } } #endregion #region Resizing/Scale /// <summary> /// /// </summary> /// <param name="scale"></param> public void Resize(LLVector3 scale) { StoreUndoState(); m_shape.Scale = scale; ScheduleFullUpdate(); } #endregion public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF) { bool set = addRemTF == 1; // Are we the owner? if (AgentID == OwnerID) { switch (field) { case 2: OwnerMask = ApplyMask(OwnerMask, set, mask); break; case 4: GroupMask = ApplyMask(GroupMask, set, mask); break; case 8: EveryoneMask = ApplyMask(EveryoneMask, set, mask); break; case 16: NextOwnerMask = ApplyMask(NextOwnerMask, set, mask); break; } SendFullUpdateToAllClients(); SendObjectPropertiesToClient(AgentID); } } private void SendObjectPropertiesToClient(LLUUID AgentID) { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { // Ugly reference :( if (avatars[i].UUID == AgentID) { m_parentGroup.GetProperties(avatars[i].ControllingClient); } } } private uint ApplyMask(uint val, bool set, uint mask) { if (set) { return val |= mask; } else { return val &= ~mask; } } #region Client Update Methods /// <summary> /// Tell all scene presences that they should send updates for this part to their clients /// </summary> public void AddFullUpdateToAllAvatars() { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { avatars[i].QueuePartForUpdate(this); } } public void SendFullUpdateToAllClientsExcept(LLUUID agentID) { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { // Ugly reference :( if (avatars[i].UUID != agentID) { m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this, avatars[i].GenerateClientFlags(UUID)); } } } public void AddFullUpdateToAvatar(ScenePresence presence) { presence.QueuePartForUpdate(this); } /// <summary> /// /// </summary> public void SendFullUpdateToAllClients() { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { // Ugly reference :( m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this, avatars[i].GenerateClientFlags(UUID)); } } /// <summary> /// /// </summary> /// <param name="remoteClient"></param> public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) { m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags); } /// <summary> /// Sends a full update to the client /// </summary> /// <param name="remoteClient"></param> /// <param name="clientFlags"></param> public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags) { LLVector3 lPos; lPos = OffsetPosition; SendFullUpdateToClient(remoteClient, lPos, clientflags); } /// <summary> /// Sends a full update to the client /// </summary> /// <param name="remoteClient"></param> /// <param name="lPos"></param> /// <param name="clientFlags"></param> public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags) { clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected; if (remoteClient.AgentId == OwnerID) { if ((uint) (Flags & LLObject.ObjectFlags.CreateSelected) != 0) { clientFlags |= (uint) LLObject.ObjectFlags.CreateSelected; Flags &= ~LLObject.ObjectFlags.CreateSelected; } } byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A}; remoteClient.SendPrimitiveToClient( m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape, lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, OwnerID, m_text, color, ParentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint,fromAssetID, Sound, SoundGain, SoundFlags, SoundRadius); } /// Terse updates public void AddTerseUpdateToAllAvatars() { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { avatars[i].QueuePartForUpdate(this); } } public void AddTerseUpdateToAvatar(ScenePresence presence) { presence.QueuePartForUpdate(this); } /// <summary> /// /// </summary> public void SendTerseUpdateToAllClients() { List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this); } } /// <summary> /// Send a terse update to the client. /// </summary> /// <param name="remoteClient"></param> public void SendTerseUpdate(IClientAPI remoteClient) { m_parentGroup.SendPartTerseUpdate(remoteClient, this); } public void SendTerseUpdateToClient(IClientAPI remoteClient) { LLVector3 lPos; lPos = OffsetPosition; LLQuaternion mRot = RotationOffset; // TODO: I have no idea why we are making this check. This should be sorted out if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0) { remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity, RotationalVelocity, Shape.State, fromAssetID); } else { remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity, RotationalVelocity); //System.Console.WriteLine("LID: " + LocalID + " RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString()); } } public void SendTerseUpdateToClient(IClientAPI remoteClient, LLVector3 lPos) { LLQuaternion mRot = RotationOffset; if (m_IsAttachment) { remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity, RotationalVelocity, (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16)),fromAssetID); } else { if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0) { remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity, RotationalVelocity, Shape.State, fromAssetID); } else { remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Velocity, RotationalVelocity); //System.Console.WriteLine("LID: " + LocalID + "RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString()); } } } #endregion public virtual void UpdateMovement() { } #region Events public void PhysicsRequestingTerseUpdate() { if (PhysActor != null) { LLVector3 newpos = new LLVector3(PhysActor.Position.GetBytes(), 0); if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f) { m_parentGroup.AbsolutePosition = newpos; return; } } ScheduleTerseUpdate(); //SendTerseUpdateToAllClients(); } #endregion public void PhysicsOutOfBounds(PhysicsVector pos) { m_log.Info("[PHYSICS]: Physical Object went out of bounds."); RemFlag(LLObject.ObjectFlags.Physics); DoPhysicsPropertyUpdate(false, true); //m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient) { } public void SetText(string text) { Text = text; ScheduleFullUpdate(); } public void SetText(string text, Vector3 color, double alpha) { Color = Color.FromArgb(0xff - (int) (alpha*0xff), (int) (color.x*0xff), (int) (color.y*0xff), (int) (color.z*0xff)); SetText(text); } public int registerTargetWaypoint(LLVector3 target, float tolerance) { if (m_parentGroup != null) { return m_parentGroup.registerTargetWaypoint(target, tolerance); } return 0; } public void unregisterTargetWaypoint(int handle) { if (m_parentGroup != null) { m_parentGroup.unregisterTargetWaypoint(handle); } } protected SceneObjectPart(SerializationInfo info, StreamingContext context) { //System.Console.WriteLine("SceneObjectPart Deserialize BGN"); if (info == null) { throw new ArgumentNullException("info"); } /* m_queue = (Queue<SceneObjectPart>)info.GetValue("m_queue", typeof(Queue<SceneObjectPart>)); m_ids = (List<LLUUID>)info.GetValue("m_ids", typeof(List<LLUUID>)); */ //System.Console.WriteLine("SceneObjectPart Deserialize END"); } [SecurityPermission(SecurityAction.LinkDemand, Flags = SecurityPermissionFlag.SerializationFormatter)] public virtual void GetObjectData( SerializationInfo info, StreamingContext context) { if (info == null) { throw new ArgumentNullException("info"); } info.AddValue("m_inventoryFileName", GetInventoryFileName()); info.AddValue("m_folderID", UUID); info.AddValue("PhysActor", PhysActor); Dictionary<Guid, TaskInventoryItem> TaskInventory_work = new Dictionary<Guid, TaskInventoryItem>(); foreach (LLUUID id in TaskInventory.Keys) { TaskInventory_work.Add(id.UUID, TaskInventory[id]); } info.AddValue("TaskInventory", TaskInventory_work); info.AddValue("LastOwnerID", LastOwnerID.UUID); info.AddValue("OwnerID", OwnerID.UUID); info.AddValue("GroupID", GroupID.UUID); info.AddValue("OwnershipCost", OwnershipCost); info.AddValue("ObjectSaleType", ObjectSaleType); info.AddValue("SalePrice", SalePrice); info.AddValue("Category", Category); info.AddValue("CreationDate", CreationDate); info.AddValue("ParentID", ParentID); info.AddValue("OwnerMask", OwnerMask); info.AddValue("NextOwnerMask", NextOwnerMask); info.AddValue("GroupMask", GroupMask); info.AddValue("EveryoneMask", EveryoneMask); info.AddValue("BaseMask", BaseMask); info.AddValue("m_particleSystem", m_particleSystem); info.AddValue("TimeStampFull", TimeStampFull); info.AddValue("TimeStampTerse", TimeStampTerse); info.AddValue("TimeStampLastActivity", TimeStampLastActivity); info.AddValue("m_updateFlag", m_updateFlag); info.AddValue("CreatorID", CreatorID.UUID); info.AddValue("m_inventorySerial", m_inventorySerial); info.AddValue("m_uuid", m_uuid.UUID); info.AddValue("m_localID", m_localId); info.AddValue("m_name", m_name); info.AddValue("m_flags", Flags); info.AddValue("m_material", m_material); info.AddValue("m_regionHandle", m_regionHandle); info.AddValue("m_groupPosition.X", m_groupPosition.X); info.AddValue("m_groupPosition.Y", m_groupPosition.Y); info.AddValue("m_groupPosition.Z", m_groupPosition.Z); info.AddValue("m_offsetPosition.X", m_offsetPosition.X); info.AddValue("m_offsetPosition.Y", m_offsetPosition.Y); info.AddValue("m_offsetPosition.Z", m_offsetPosition.Z); info.AddValue("m_rotationOffset.W", m_rotationOffset.W); info.AddValue("m_rotationOffset.X", m_rotationOffset.X); info.AddValue("m_rotationOffset.Y", m_rotationOffset.Y); info.AddValue("m_rotationOffset.Z", m_rotationOffset.Z); info.AddValue("m_velocity.X", m_velocity.X); info.AddValue("m_velocity.Y", m_velocity.Y); info.AddValue("m_velocity.Z", m_velocity.Z); info.AddValue("m_rotationalvelocity.X", m_rotationalvelocity.X); info.AddValue("m_rotationalvelocity.Y", m_rotationalvelocity.Y); info.AddValue("m_rotationalvelocity.Z", m_rotationalvelocity.Z); info.AddValue("m_angularVelocity.X", m_angularVelocity.X); info.AddValue("m_angularVelocity.Y", m_angularVelocity.Y); info.AddValue("m_angularVelocity.Z", m_angularVelocity.Z); info.AddValue("m_acceleration.X", m_acceleration.X); info.AddValue("m_acceleration.Y", m_acceleration.Y); info.AddValue("m_acceleration.Z", m_acceleration.Z); info.AddValue("m_description", m_description); info.AddValue("m_color", m_color); info.AddValue("m_text", m_text); info.AddValue("m_sitName", m_sitName); info.AddValue("m_touchName", m_touchName); info.AddValue("m_clickAction", m_clickAction); info.AddValue("m_shape", m_shape); info.AddValue("m_parentGroup", m_parentGroup); info.AddValue("PayPrice", PayPrice); } public void Undo() { if (m_undo.Count > 0) { UndoState goback = m_undo.Pop(); if (goback != null) goback.PlaybackState(this); } } public void SetScriptEvents(LLUUID scriptid, int events) { scriptEvents oldparts; lock (m_scriptEvents) { if (m_scriptEvents.ContainsKey(scriptid)) { oldparts = m_scriptEvents[scriptid]; // remove values from aggregated script events m_scriptEvents[scriptid] = (scriptEvents) events; } else { m_scriptEvents.Add(scriptid, (scriptEvents) events); } } aggregateScriptEvents(); } public void RemoveScriptEvents(LLUUID scriptid) { lock (m_scriptEvents) { if (m_scriptEvents.ContainsKey(scriptid)) { scriptEvents oldparts = scriptEvents.None; oldparts = (scriptEvents) m_scriptEvents[scriptid]; // remove values from aggregated script events m_aggregateScriptEvents &= ~oldparts; m_scriptEvents.Remove(scriptid); } } aggregateScriptEvents(); } public void aggregateScriptEvents() { // Aggregate script events lock (m_scriptEvents) { foreach (scriptEvents s in m_scriptEvents.Values) { m_aggregateScriptEvents |= s; } } uint objectflagupdate = 0; if ( ((m_aggregateScriptEvents & scriptEvents.touch) != 0) || ((m_aggregateScriptEvents & scriptEvents.touch_end) != 0) || ((m_aggregateScriptEvents & scriptEvents.touch_start) != 0) ) { objectflagupdate |= (uint) LLObject.ObjectFlags.Touch; } if ((m_aggregateScriptEvents & scriptEvents.money) != 0) { objectflagupdate |= (uint) LLObject.ObjectFlags.Money; } if ( ((m_aggregateScriptEvents & scriptEvents.collision) != 0) || ((m_aggregateScriptEvents & scriptEvents.collision_end) != 0) || ((m_aggregateScriptEvents & scriptEvents.collision_start) != 0) ) { // subscribe to physics updates. if (PhysActor != null) { PhysActor.OnCollisionUpdate += PhysicsCollision; PhysActor.SubscribeEvents(1000); } } else { if (PhysActor != null) { PhysActor.UnSubscribeEvents(); PhysActor.OnCollisionUpdate -= PhysicsCollision; } } if ((GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Scripted) != 0) { m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; } else { m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting; } LocalFlags=(LLObject.ObjectFlags)objectflagupdate; if (m_parentGroup != null && m_parentGroup.RootPart == this) m_parentGroup.aggregateScriptEvents(); else ScheduleFullUpdate(); } public void PhysicsCollision(EventArgs e) { return; // //if (e == null) //{ // return; //} //CollisionEventUpdate a = (CollisionEventUpdate)e; //Dictionary<uint, float> collissionswith = a.m_objCollisionList; //foreach (uint localid in collissionswith.Keys) //{ // m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); //} } public void SetDieAtEdge(bool p) { if (m_parentGroup == null) return; if (m_parentGroup.RootPart == null) return; m_parentGroup.RootPart.DIE_AT_EDGE = p; } public bool GetDieAtEdge() { if (m_parentGroup == null) return false; if (m_parentGroup.RootPart == null) return false; return m_parentGroup.RootPart.DIE_AT_EDGE; } public void GetProperties(IClientAPI client) { client.SendObjectPropertiesReply(LLUUID.Zero, (ulong)CreationDate, CreatorID, LLUUID.Zero, LLUUID.Zero, GroupID, (short)InventorySerial, LastOwnerID, UUID, OwnerID, ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description, ParentGroup.RootPart.OwnerMask, ParentGroup.RootPart.NextOwnerMask, ParentGroup.RootPart.GroupMask, ParentGroup.RootPart.EveryoneMask, ParentGroup.RootPart.BaseMask); } public void SetGroup(LLUUID groupID, IClientAPI client) { GroupID = groupID; GetProperties(client); m_updateFlag = 2; } 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); } } } } }