/*
* 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 OpenSimulator 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
class SOPObject : MarshalByRefObject, IObject, IObjectPhysics
{
private readonly Scene m_rootScene;
private readonly uint m_localID;
public SOPObject(Scene rootScene, uint localID)
{
m_rootScene = rootScene;
m_localID = localID;
}
///
/// This needs to run very, very quickly.
/// It is utilized in nearly every property and method.
///
///
private SceneObjectPart GetSOP()
{
if (m_rootScene.Entities.ContainsKey(m_localID))
return ((SceneObjectGroup) m_rootScene.Entities[m_localID]).RootPart;
return null;
}
#region OnTouch
private event OnTouchDelegate _OnTouch;
private bool _OnTouchActive = false;
public event OnTouchDelegate OnTouch
{
add
{
if(!_OnTouchActive)
{
_OnTouchActive = true;
m_rootScene.EventManager.OnObjectGrab += EventManager_OnObjectGrab;
}
_OnTouch += value;
}
remove
{
_OnTouch -= value;
if (_OnTouch == null)
{
_OnTouchActive = false;
m_rootScene.EventManager.OnObjectGrab -= EventManager_OnObjectGrab;
}
}
}
void EventManager_OnObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
if (_OnTouchActive && m_localID == localID)
{
TouchEventArgs e = new TouchEventArgs();
e.Avatar = new SPAvatar(m_rootScene, remoteClient.AgentId);
e.TouchBiNormal = surfaceArgs.Binormal;
e.TouchMaterialIndex = surfaceArgs.FaceIndex;
e.TouchNormal = surfaceArgs.Normal;
e.TouchPosition = surfaceArgs.Position;
e.TouchST = new Vector2(surfaceArgs.STCoord.X, surfaceArgs.STCoord.Y);
e.TouchUV = new Vector2(surfaceArgs.UVCoord.X, surfaceArgs.UVCoord.Y);
IObject sender = this;
if (_OnTouch != null)
_OnTouch(sender, e);
}
}
#endregion
public bool Exists
{
get { return GetSOP() != null; }
}
public uint LocalID
{
get { return m_localID; }
}
public UUID GlobalID
{
get { return GetSOP().UUID; }
}
public string Name
{
get { return GetSOP().Name; }
set { GetSOP().Name = value; }
}
public string Description
{
get { return GetSOP().Description; }
set { GetSOP().Description = value; }
}
public IObject[] Children
{
get
{
SceneObjectPart my = GetSOP();
int total = my.ParentGroup.Children.Count;
IObject[] rets = new IObject[total];
int i = 0;
foreach (KeyValuePair pair in my.ParentGroup.Children)
{
rets[i++] = new SOPObject(m_rootScene, pair.Value.LocalId);
}
return rets;
}
}
public IObject Root
{
get { return new SOPObject(m_rootScene, GetSOP().ParentGroup.RootPart.LocalId); }
}
public IObjectMaterial[] Materials
{
get
{
SceneObjectPart sop = GetSOP();
IObjectMaterial[] rets = new IObjectMaterial[getNumberOfSides(sop)];
for (int i = 0; i < rets.Length;i++ )
{
//rets[i] = new ObjectFace
}
return rets;
}
}
public Vector3 Scale
{
get { return GetSOP().Scale; }
set { GetSOP().Scale = value; }
}
public Quaternion WorldRotation
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public Quaternion OffsetRotation
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public Vector3 WorldPosition
{
get { return GetSOP().AbsolutePosition; }
set
{
SceneObjectPart pos = GetSOP();
pos.UpdateOffSet(value - pos.AbsolutePosition);
}
}
public Vector3 OffsetPosition
{
get { return GetSOP().OffsetPosition; }
set { GetSOP().OffsetPosition = value; }
}
public Vector3 SitTarget
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public string SitTargetText
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public string TouchText
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public string Text
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsRotationLockedX
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsRotationLockedY
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsRotationLockedZ
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsSandboxed
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsImmotile
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsAlwaysReturned
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsTemporary
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool IsFlexible
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public PrimType PrimShape
{
get { return (PrimType) getScriptPrimType(GetSOP().Shape); }
set { throw new System.NotImplementedException(); }
}
public PhysicsMaterial PhysicsMaterial
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public IObjectPhysics Physics
{
get { return this; }
}
#region Public Functions
public void Say(string msg)
{
SceneObjectPart sop = GetSOP();
m_rootScene.SimChat(msg, ChatTypeEnum.Say, sop.AbsolutePosition, sop.Name, sop.UUID, false);
}
#endregion
#region Supporting Functions
// Helper functions to understand if object has cut, hollow, dimple, and other affecting number of faces
private static void hasCutHollowDimpleProfileCut(int primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
out bool hasDimple, out bool hasProfileCut)
{
if (primType == (int)PrimType.Box
||
primType == (int)PrimType.Cylinder
||
primType == (int)PrimType.Prism)
hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
else
hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
hasHollow = shape.ProfileHollow > 0;
hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
hasProfileCut = hasDimple; // is it the same thing?
}
private static int getScriptPrimType(PrimitiveBaseShape primShape)
{
if (primShape.SculptEntry)
return (int) PrimType.Sculpt;
if ((primShape.ProfileCurve & 0x07) == (byte) ProfileShape.Square)
{
if (primShape.PathCurve == (byte) Extrusion.Straight)
return (int) PrimType.Box;
if (primShape.PathCurve == (byte) Extrusion.Curve1)
return (int) PrimType.Tube;
}
else if ((primShape.ProfileCurve & 0x07) == (byte) ProfileShape.Circle)
{
if (primShape.PathCurve == (byte) Extrusion.Straight)
return (int) PrimType.Cylinder;
if (primShape.PathCurve == (byte) Extrusion.Curve1)
return (int) PrimType.Torus;
}
else if ((primShape.ProfileCurve & 0x07) == (byte) ProfileShape.HalfCircle)
{
if (primShape.PathCurve == (byte) Extrusion.Curve1 || primShape.PathCurve == (byte) Extrusion.Curve2)
return (int) PrimType.Sphere;
}
else if ((primShape.ProfileCurve & 0x07) == (byte) ProfileShape.EquilateralTriangle)
{
if (primShape.PathCurve == (byte) Extrusion.Straight)
return (int) PrimType.Prism;
if (primShape.PathCurve == (byte) Extrusion.Curve1)
return (int) PrimType.Ring;
}
return (int) PrimType.NotPrimitive;
}
private static int getNumberOfSides(SceneObjectPart part)
{
int ret;
bool hasCut;
bool hasHollow;
bool hasDimple;
bool hasProfileCut;
int primType = getScriptPrimType(part.Shape);
hasCutHollowDimpleProfileCut(primType, part.Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
switch (primType)
{
default:
case (int) PrimType.Box:
ret = 6;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Cylinder:
ret = 3;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Prism:
ret = 5;
if (hasCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Sphere:
ret = 1;
if (hasCut) ret += 2;
if (hasDimple) ret += 2;
if (hasHollow)
ret += 1; // GOTCHA: LSL shows 2 additional sides here.
// This has been fixed, but may cause porting issues.
break;
case (int) PrimType.Torus:
ret = 1;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Tube:
ret = 4;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Ring:
ret = 3;
if (hasCut) ret += 2;
if (hasProfileCut) ret += 2;
if (hasHollow) ret += 1;
break;
case (int) PrimType.Sculpt:
ret = 1;
break;
}
return ret;
}
#endregion
#region IObjectPhysics
public bool Enabled
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool Phantom
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public bool PhantomCollisions
{
get { throw new System.NotImplementedException(); }
set { throw new System.NotImplementedException(); }
}
public double Density
{
get { return (GetSOP().PhysActor.Mass/Scale.X*Scale.Y/Scale.Z); }
set { throw new NotImplementedException(); }
}
public double Mass
{
get { return GetSOP().PhysActor.Mass; }
set { throw new NotImplementedException(); }
}
public double Buoyancy
{
get { return GetSOP().PhysActor.Buoyancy; }
set { GetSOP().PhysActor.Buoyancy = (float)value; }
}
public Vector3 GeometricCenter
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.GeometricCenter;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
}
public Vector3 CenterOfMass
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.CenterOfMass;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
}
public Vector3 RotationalVelocity
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.RotationalVelocity;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
set
{
GetSOP().PhysActor.RotationalVelocity = new PhysicsVector(value.X, value.Y, value.Z);
}
}
public Vector3 Velocity
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Velocity;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
set
{
GetSOP().PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
}
}
public Vector3 Torque
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Torque;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
set
{
GetSOP().PhysActor.Torque = new PhysicsVector(value.X, value.Y, value.Z);
}
}
public Vector3 Acceleration
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Acceleration;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
}
public Vector3 Force
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Force;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
}
set
{
GetSOP().PhysActor.Force = new PhysicsVector(value.X, value.Y, value.Z);
}
}
public bool FloatOnWater
{
set { GetSOP().PhysActor.FloatOnWater = value; }
}
public void AddForce(Vector3 force, bool pushforce)
{
GetSOP().PhysActor.AddForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
}
public void AddAngularForce(Vector3 force, bool pushforce)
{
GetSOP().PhysActor.AddAngularForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
}
public void SetMomentum(Vector3 momentum)
{
GetSOP().PhysActor.SetMomentum(new PhysicsVector(momentum.X, momentum.Y, momentum.Z));
}
#endregion
}
}