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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs241
1 files changed, 238 insertions, 3 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c3d4306..b2c21cd 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -8881,16 +8881,251 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8881 { 8881 {
8882 m_host.AddScriptLPS(1); 8882 m_host.AddScriptLPS(1);
8883 8883
8884 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8885 // keep other options as before
8886
8884 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8887 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8888 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
8885 8889
8886 LSL_List res = new LSL_List(); 8890 LSL_List res = new LSL_List();
8887 8891
8888 foreach (var part in parts) 8892 if (parts.Count > 0)
8889 { 8893 {
8890 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8894 foreach (var part in parts)
8891 res += partRes; 8895 {
8896 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8897 res += partRes;
8898 }
8892 } 8899 }
8900 if (avatars.Count > 0)
8901 {
8902 foreach (ScenePresence avatar in avatars)
8903 {
8904 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8905 res += avaRes;
8906 }
8907 }
8908 return res;
8909 }
8910
8911 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8912 {
8913 // avatars case
8914 // replies as SL wiki
8915
8916 LSL_List res = new LSL_List();
8917 int idx = 0;
8918 while (idx < rules.Length)
8919 {
8920 int code = (int)rules.GetLSLIntegerItem(idx++);
8921 int remain = rules.Length - idx;
8922
8923 switch (code)
8924 {
8925 case (int)ScriptBaseClass.PRIM_MATERIAL:
8926 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8927 break;
8928
8929 case (int)ScriptBaseClass.PRIM_PHYSICS:
8930 res.Add(new LSL_Integer(0));
8931 break;
8932
8933 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8934 res.Add(new LSL_Integer(0));
8935 break;
8936
8937 case (int)ScriptBaseClass.PRIM_PHANTOM:
8938 res.Add(new LSL_Integer(0));
8939 break;
8940
8941 case (int)ScriptBaseClass.PRIM_POSITION:
8942 Vector3 pos = avatar.AbsolutePosition;
8943 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8944 break;
8945
8946 case (int)ScriptBaseClass.PRIM_SIZE:
8947 // as in llGetAgentSize above
8948 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8949 break;
8950
8951 case (int)ScriptBaseClass.PRIM_ROTATION:
8952 Quaternion rot = avatar.WorldRotation;
8953 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8954 break;
8955
8956 case (int)ScriptBaseClass.PRIM_TYPE:
8957 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8958 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8959 res.Add(new LSL_Vector(0f,1.0f,0f));
8960 res.Add(new LSL_Float(0.0f));
8961 res.Add(new LSL_Vector(0, 0, 0));
8962 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8963 res.Add(new LSL_Vector(0, 0, 0));
8964 break;
8965
8966 case (int)ScriptBaseClass.PRIM_TEXTURE:
8967 if (remain < 1)
8968 return res;
8969
8970 int face = (int)rules.GetLSLIntegerItem(idx++);
8971 if (face == ScriptBaseClass.ALL_SIDES)
8972 {
8973 for (face = 0; face < 21; face++)
8974 {
8975 res.Add(new LSL_String(""));
8976 res.Add(new LSL_Vector(0,0,0));
8977 res.Add(new LSL_Vector(0,0,0));
8978 res.Add(new LSL_Float(0.0));
8979 }
8980 }
8981 else
8982 {
8983 if (face >= 0 && face < 21)
8984 {
8985 res.Add(new LSL_String(""));
8986 res.Add(new LSL_Vector(0,0,0));
8987 res.Add(new LSL_Vector(0,0,0));
8988 res.Add(new LSL_Float(0.0));
8989 }
8990 }
8991 break;
8992
8993 case (int)ScriptBaseClass.PRIM_COLOR:
8994 if (remain < 1)
8995 return res;
8996
8997 face = (int)rules.GetLSLIntegerItem(idx++);
8998
8999 if (face == ScriptBaseClass.ALL_SIDES)
9000 {
9001 for (face = 0; face < 21; face++)
9002 {
9003 res.Add(new LSL_Vector(0,0,0));
9004 res.Add(new LSL_Float(0));
9005 }
9006 }
9007 else
9008 {
9009 res.Add(new LSL_Vector(0,0,0));
9010 res.Add(new LSL_Float(0));
9011 }
9012 break;
8893 9013
9014 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
9015 if (remain < 1)
9016 return res;
9017 face = (int)rules.GetLSLIntegerItem(idx++);
9018
9019 if (face == ScriptBaseClass.ALL_SIDES)
9020 {
9021 for (face = 0; face < 21; face++)
9022 {
9023 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
9024 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
9025 }
9026 }
9027 else
9028 {
9029 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
9030 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
9031 }
9032 break;
9033
9034 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
9035 if (remain < 1)
9036 return res;
9037 face = (int)rules.GetLSLIntegerItem(idx++);
9038
9039 int fullbright;
9040 if (face == ScriptBaseClass.ALL_SIDES)
9041 {
9042 for (face = 0; face < 21; face++)
9043 {
9044 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9045 }
9046 }
9047 else
9048 {
9049 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9050 }
9051 break;
9052
9053 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
9054 res.Add(new LSL_Integer(0));
9055 res.Add(new LSL_Integer(0));// softness
9056 res.Add(new LSL_Float(0.0f)); // gravity
9057 res.Add(new LSL_Float(0.0f)); // friction
9058 res.Add(new LSL_Float(0.0f)); // wind
9059 res.Add(new LSL_Float(0.0f)); // tension
9060 res.Add(new LSL_Vector(0f,0f,0f));
9061 break;
9062
9063 case (int)ScriptBaseClass.PRIM_TEXGEN:
9064 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
9065 if (remain < 1)
9066 return res;
9067 face = (int)rules.GetLSLIntegerItem(idx++);
9068
9069 if (face == ScriptBaseClass.ALL_SIDES)
9070 {
9071 for (face = 0; face < 21; face++)
9072 {
9073 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9074 }
9075 }
9076 else
9077 {
9078 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9079 }
9080 break;
9081
9082 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
9083 res.Add(new LSL_Integer(0));
9084 res.Add(new LSL_Vector(0f,0f,0f));
9085 res.Add(new LSL_Float(0f)); // intensity
9086 res.Add(new LSL_Float(0f)); // radius
9087 res.Add(new LSL_Float(0f)); // falloff
9088 break;
9089
9090 case (int)ScriptBaseClass.PRIM_GLOW:
9091 if (remain < 1)
9092 return res;
9093 face = (int)rules.GetLSLIntegerItem(idx++);
9094
9095 if (face == ScriptBaseClass.ALL_SIDES)
9096 {
9097 for (face = 0; face < 21; face++)
9098 {
9099 res.Add(new LSL_Float(0f));
9100 }
9101 }
9102 else
9103 {
9104 res.Add(new LSL_Float(0f));
9105 }
9106 break;
9107
9108 case (int)ScriptBaseClass.PRIM_TEXT:
9109 res.Add(new LSL_String(""));
9110 res.Add(new LSL_Vector(0f,0f,0f));
9111 res.Add(new LSL_Float(1.0f));
9112 break;
9113 case (int)ScriptBaseClass.PRIM_NAME:
9114 res.Add(new LSL_String(avatar.Name));
9115 break;
9116 case (int)ScriptBaseClass.PRIM_DESC:
9117 res.Add(new LSL_String(""));
9118 break;
9119 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9120 Quaternion lrot = avatar.OffsetRotationToSOGRoot;
9121 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
9122 break;
9123 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
9124 Vector3 lpos = avatar.OffsetPositionToSOGRoot;
9125 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
9126 break;
9127 }
9128 }
8894 return res; 9129 return res;
8895 } 9130 }
8896 9131