/*
* 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] 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;
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;
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
///
/// 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
///
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; }
}
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; }
}
//unkown if this will be kept, added as a way of removing the group position from the group class
protected LLVector3 m_groupPosition;
///
/// 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
///
/// A Linked Child Prim objects position in world
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);
}
///
/// Gets the rotation of this prim offset by the group rotation
///
///
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 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
{
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 { 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
{
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;
///
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;
///
public LLVector3 AngularVelocity
{
get { return m_angularVelocity; }
set { m_angularVelocity = value; }
}
protected LLVector3 m_acceleration;
///
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 { return m_text; }
set
{
m_text = value;
}
}
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;
///
/// 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
///
/// Vector force
/// true for the local frame, false for the global frame
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
{
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
///
/// No arg constructor called by region restore db code
///
public SceneObjectPart()
{
// It's not necessary to persist this
m_inventoryFileName = "inventory_" + LLUUID.Random().ToString() + ".tmp";
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)
{
}
///
/// Create a completely new SceneObjectPart (prim)
///
///
///
///
///
///
///
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];
m_inventoryFileName = "inventory_" + LLUUID.Random().ToString() + ".tmp";
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
m_folderID = UUID;
Flags = 0;
Flags |= LLObject.ObjectFlags.AllowInventoryDrop |
LLObject.ObjectFlags.CreateSelected;
TrimPermissions();
ScheduleFullUpdate();
}
///
/// Re/create a SceneObjectPart (prim)
/// currently not used, and maybe won't be
///
///
///
///
///
///
///
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
///
/// Restore this part from the serialized xml representation.
///
///
///
public static SceneObjectPart FromXml(XmlReader xmlReader)
{
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 ApplyNextOwnerPermissions()
{
BaseMask = NextOwnerMask;
OwnerMask = NextOwnerMask;
TriggerScriptChangedEvent(Changed.OWNER);
}
public void TrimPermissions()
{
BaseMask &= (uint)PermissionMask.All;
OwnerMask &= (uint)PermissionMask.All;
GroupMask &= (uint)PermissionMask.All;
EveryoneMask &= (uint)PermissionMask.All;
NextOwnerMask &= (uint)PermissionMask.All;
}
///
/// Serialize this part to xml.
///
///
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)
{
// 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 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[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]);
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)
{
q = iray.Origin + a * iray.Direction;
// Is this the closest hit to the object's origin?
//float distance2 = (float)GetDistanceTo(q, iray.Origin);
float distance2 = (float)GetDistanceTo(q, AXpos);
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());
returnresult.normal = normals[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;
//}
}
///
///
///
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
///
/// Duplicates this part.
///
///
public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum)
{
SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone();
dupe.m_shape = m_shape.Copy();
dupe.m_regionHandle = m_regionHandle;
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();
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;
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
return dupe;
}
#endregion
///
/// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and
/// generating new LLUUIDs for all the items in the inventory.
///
/// Link number for the part
public void ResetIDs(int linkNum)
{
UUID = LLUUID.Random();
LinkNum = linkNum;
ResetInventoryIDs();
}
#region Update Scheduling
///
/// Clear all pending updates
///
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
///
/// Schedules this prim for a full update
///
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();
}
///
/// Schedule a terse update for this prim. Terse updates only send position,
/// rotation, velocity, rotational velocity and shape information.
///
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);
}
}
///
/// Tell all the prims which have had updates scheduled
///
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
///
///
///
///
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);
}
}
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);
}
}
else
{
PhysActor.IsPhysical = usePhysics;
DoPhysicsPropertyUpdate(usePhysics, false);
}
}
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.ExtraParams = new byte[data.Length + 7];
int i = 0;
uint length = (uint) data.Length;
m_shape.ExtraParams[i++] = 1;
m_shape.ExtraParams[i++] = (byte) (type%256);
m_shape.ExtraParams[i++] = (byte) ((type >> 8)%256);
m_shape.ExtraParams[i++] = (byte) (length%256);
m_shape.ExtraParams[i++] = (byte) ((length >> 8)%256);
m_shape.ExtraParams[i++] = (byte) ((length >> 16)%256);
m_shape.ExtraParams[i++] = (byte) ((length >> 24)%256);
Array.Copy(data, 0, m_shape.ExtraParams, i, data.Length);
ScheduleFullUpdate();
}
#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
///
///
///
///
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
///
///
///
///
public void UpdateOffSet(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
OffsetPosition = newPos;
ScheduleTerseUpdate();
}
public void UpdateGroupPosition(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
GroupPosition = newPos;
ScheduleTerseUpdate();
}
#endregion
#region rotation
public void UpdateRotation(LLQuaternion rot)
{
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 item in op.TaskInventory)
{
if (item.Value.Name == sound)
{
soundID = item.Value.ItemID;
break;
}
}
}
List 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 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 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 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
///
///
///
///
public void Resize(LLVector3 scale)
{
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 avatars = m_parentGroup.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
///
/// Tell all scene presences that they should send updates for this part to their clients
///
public void AddFullUpdateToAllAvatars()
{
List avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
{
List avatars = m_parentGroup.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);
}
///
///
///
public void SendFullUpdateToAllClients()
{
List avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
avatars[i].GenerateClientFlags(UUID));
}
}
///
///
///
///
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
}
///
/// Sends a full update to the client
///
///
///
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
{
LLVector3 lPos;
lPos = OffsetPosition;
SendFullUpdateToClient(remoteClient, lPos, clientflags);
}
///
/// Sends a full update to the client
///
///
///
///
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
{
LLQuaternion lRot;
lRot = RotationOffset;
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, clientFlags, m_uuid,
OwnerID,
m_text, color, ParentID, m_particleSystem, lRot, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint);
}
/// Terse updates
public void AddTerseUpdateToAllAvatars()
{
List avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void AddTerseUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);
}
///
///
///
public void SendTerseUpdateToAllClients()
{
List avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this);
}
}
///
/// Send a terse update to the client.
///
///
public void SendTerseUpdate(IClientAPI remoteClient)
{
m_parentGroup.SendPartTerseUpdate(remoteClient, this);
}
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
LLVector3 lPos;
lPos = OffsetPosition;
LLQuaternion mRot = RotationOffset;
if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Shape.State);
}
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, (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16)));
}
else
{
if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0)
{
remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, mRot, Shape.State);
}
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 void setScriptEvents(LLUUID scriptID, int events)
{
if (m_parentGroup != null)
{
m_parentGroup.SetScriptEvents(scriptID, events);
}
}
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)info.GetValue("m_queue", typeof(Queue));
m_ids = (List)info.GetValue("m_ids", typeof(List));
*/
//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", m_inventoryFileName);
info.AddValue("m_folderID", m_folderID.UUID);
info.AddValue("PhysActor", PhysActor);
Dictionary TaskInventory_work = new Dictionary();
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);
}
}
}