/* * 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.Xml; using System.Xml.Serialization; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes.Scripting; using OpenSim.Region.Physics.Manager; using System.Drawing; namespace OpenSim.Region.Environment.Scenes { public class SceneObjectPart : IScriptHost { private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL = LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer; private const LLObject.ObjectFlags OBJFULL_MASK_OWNER = LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify | LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner; private const uint OBJNEXT_OWNER = 2147483647; private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647; private const uint FULL_MASK_PERMISSIONS_OWNER = 2147483647; private string m_inventoryFileName = ""; private LLUUID m_folderID = LLUUID.Zero; [XmlIgnore] public PhysicsActor PhysActor = null; protected Dictionary TaskInventory = new Dictionary(); public LLUUID LastOwnerID; public LLUUID OwnerID; public LLUUID GroupID; public int OwnershipCost; public byte ObjectSaleType; public int SalePrice; public uint Category; public Int32 CreationDate; public uint ParentID = 0; // Main grid has default permissions as follows // public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER; public uint NextOwnerMask = OBJNEXT_OWNER; public uint GroupMask = (uint) LLObject.ObjectFlags.None; public uint EveryoneMask = (uint) LLObject.ObjectFlags.None; public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER; 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 /// private byte m_updateFlag; #region Properties public LLUUID CreatorID; public LLUUID ObjectCreator { get { return CreatorID; } } /// /// Serial count for inventory file , used to tell if inventory has changed /// no need for this to be part of Database backup /// protected uint m_inventorySerial = 0; public uint InventorySerial { get { return m_inventorySerial; } } 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.ObjectFlags m_flags = 0; public uint ObjectFlags { get { return (uint)m_flags; } set { m_flags = (LLObject.ObjectFlags)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; public LLVector3 GroupPosition { get { if (PhysActor != null) { m_groupPosition.X = PhysActor.Position.X; m_groupPosition.Y = PhysActor.Position.Y; m_groupPosition.Z = PhysActor.Position.Z; } return m_groupPosition; } set { if (PhysActor != null) { try { //lock (m_parentGroup.m_scene.SyncRoot) //{ PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); //} } catch (Exception e) { Console.WriteLine(e.Message); } } m_groupPosition = value; } } protected LLVector3 m_offsetPosition; public LLVector3 OffsetPosition { get { return m_offsetPosition; } set { m_offsetPosition = value; } } public LLVector3 AbsolutePosition { get { return m_offsetPosition + m_groupPosition; } } protected LLQuaternion m_rotationOffset; public LLQuaternion RotationOffset { get { if (PhysActor != null) { 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 { if (PhysActor != null) { try { //lock (m_scene.SyncRoot) //{ PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); //} } catch (Exception ex) { Console.WriteLine(ex.Message); } } m_rotationOffset = value; } } 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; } } 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.X = PhysActor.RotationalVelocity.X; m_rotationalvelocity.Y = PhysActor.RotationalVelocity.Y; m_rotationalvelocity.Z = PhysActor.RotationalVelocity.Z; } } 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 = ""; 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; /* 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 = ""; public string Text { get { return m_text; } set { m_text = value; ScheduleFullUpdate(); } } private string m_sitName = ""; public string SitName { get { return m_sitName; } set { m_sitName = value; } } private string m_touchName = ""; 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; } } private byte m_clickAction = 0; public byte ClickAction { get { return m_clickAction; } set { m_clickAction = value; this.ScheduleFullUpdate(); } } protected PrimitiveBaseShape m_shape; public PrimitiveBaseShape Shape { get { return m_shape; } set { m_shape = value; } } public LLVector3 Scale { set { m_shape.Scale = value; } get { return m_shape.Scale; } } #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 /// /// /// public SceneObjectPart() { } 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_inventoryFileName = "taskinventory" + LLUUID.Random().ToString(); m_folderID = LLUUID.Random(); m_flags = 0; m_flags |= LLObject.ObjectFlags.Touch | LLObject.ObjectFlags.AllowInventoryDrop | LLObject.ObjectFlags.CreateSelected; ApplySanePermissions(); 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; ApplySanePermissions(); // ApplyPhysics(); ScheduleFullUpdate(); } #endregion /// /// /// /// /// public static SceneObjectPart FromXml(XmlReader xmlReader) { XmlSerializer serializer = new XmlSerializer(typeof(SceneObjectPart)); SceneObjectPart newobject = (SceneObjectPart)serializer.Deserialize(xmlReader); return newobject; } public void ApplyPhysics() { bool isPhysical = ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0); bool isPhantom = ((ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) != 0); bool usePhysics = isPhysical && !isPhantom; if (usePhysics) { PhysActor = m_parentGroup.m_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); } DoPhysicsPropertyUpdate(usePhysics, true); } public void ApplyNextOwnerPermissions() { BaseMask = NextOwnerMask; OwnerMask = NextOwnerMask; } public void ApplySanePermissions() { // These are some flags that The OwnerMask should never have OwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned; OwnerMask &= ~(uint)LLObject.ObjectFlags.Physics; OwnerMask &= ~(uint)LLObject.ObjectFlags.Phantom; OwnerMask &= ~(uint)LLObject.ObjectFlags.Scripted; OwnerMask &= ~(uint)LLObject.ObjectFlags.Touch; OwnerMask &= ~(uint)LLObject.ObjectFlags.Temporary; OwnerMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez; OwnerMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed; OwnerMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop; OwnerMask &= ~(uint)LLObject.ObjectFlags.AnimSource; OwnerMask &= ~(uint)LLObject.ObjectFlags.Money; OwnerMask &= ~(uint)LLObject.ObjectFlags.CastShadows; OwnerMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty; OwnerMask &= ~(uint)LLObject.ObjectFlags.CreateSelected; // These are some flags that the next owner mask should never have NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Physics; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Phantom; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Scripted; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Touch; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Temporary; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.AnimSource; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Money; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.CastShadows; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty; NextOwnerMask &= ~(uint)LLObject.ObjectFlags.CreateSelected; // These are some flags that the GroupMask should never have GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify; GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned; GroupMask &= ~(uint)LLObject.ObjectFlags.Physics; GroupMask &= ~(uint)LLObject.ObjectFlags.Phantom; GroupMask &= ~(uint)LLObject.ObjectFlags.Scripted; GroupMask &= ~(uint)LLObject.ObjectFlags.Touch; GroupMask &= ~(uint)LLObject.ObjectFlags.Temporary; GroupMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez; GroupMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed; GroupMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop; GroupMask &= ~(uint)LLObject.ObjectFlags.AnimSource; GroupMask &= ~(uint)LLObject.ObjectFlags.Money; GroupMask &= ~(uint)LLObject.ObjectFlags.CastShadows; GroupMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty; GroupMask &= ~(uint)LLObject.ObjectFlags.CreateSelected; // These are some flags that EveryoneMask should never have EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify; EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Physics; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Phantom; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Scripted; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Touch; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Temporary; EveryoneMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez; EveryoneMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed; EveryoneMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop; EveryoneMask &= ~(uint)LLObject.ObjectFlags.AnimSource; EveryoneMask &= ~(uint)LLObject.ObjectFlags.Money; EveryoneMask &= ~(uint)LLObject.ObjectFlags.CastShadows; EveryoneMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty; EveryoneMask &= ~(uint)LLObject.ObjectFlags.CreateSelected; // These are some flags that ObjectFlags (m_flags) should never have ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectCopy; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify; ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove; } /// /// /// /// 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; // 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; //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.Normalize(); // 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 void SetParent(SceneObjectGroup parent) { m_parentGroup = parent; } 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 /// /// /// /// public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID) { 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; // 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 #region Update Scheduling /// /// /// private void ClearUpdateSchedule() { m_updateFlag = 0; } /// /// /// public void ScheduleFullUpdate() { if (m_parentGroup != null) { m_parentGroup.HasChanged = true; } TimeStampFull = (uint)Util.UnixTimeSinceEpoch(); m_updateFlag = 2; } public void AddFlag(LLObject.ObjectFlags flag) { LLObject.ObjectFlags prevflag = m_flags; //uint objflags = m_flags; if ((ObjectFlags & (uint)flag) == 0) { //Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString()); m_flags |= flag; } //uint currflag = (uint)m_flags; //System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString()); //ScheduleFullUpdate(); } public void RemFlag(LLObject.ObjectFlags flag) { LLObject.ObjectFlags prevflag = m_flags; if ((ObjectFlags & (uint)flag) != 0) { //Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString()); m_flags &= ~flag; } //System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString()); //ScheduleFullUpdate(); } /// /// /// public void ScheduleTerseUpdate() { if (m_updateFlag < 1) { if (m_parentGroup != null) { m_parentGroup.HasChanged = true; } TimeStampTerse = (uint)Util.UnixTimeSinceEpoch(); m_updateFlag = 1; } } /// /// /// 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; ScheduleFullUpdate(); } #endregion #region Inventory public void AddInventoryItem(TaskInventoryItem item) { item.parent_id = m_folderID; item.creation_date = 1000; item.ParentPartID = UUID; TaskInventory.Add(item.item_id, item); m_inventorySerial++; } public int RemoveInventoryItem(IClientAPI remoteClient, uint localID, LLUUID itemID) { if (localID == LocalID) { if (TaskInventory.ContainsKey(itemID)) { string type = TaskInventory[itemID].inv_type; TaskInventory.Remove(itemID); m_inventorySerial++; if (type == "lsltext") { return 10; } else { return 0; } } } return -1; } /// /// /// /// /// public bool GetInventoryFileName(IClientAPI client, uint localID) { if (localID == m_localID) { if (m_inventorySerial > 0) { client.SendTaskInventory(m_uuid, (short)m_inventorySerial, Helpers.StringToField(m_inventoryFileName)); return true; } else { client.SendTaskInventory(m_uuid, 0, new byte[0]); return false; } } return false; } public string RequestInventoryFile(IXfer xferManager) { byte[] fileData = new byte[0]; InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, UUID); foreach (TaskInventoryItem item in TaskInventory.Values) { invString.AddItemStart(); invString.AddNameValueLine("item_id", item.item_id.ToString()); invString.AddNameValueLine("parent_id", item.parent_id.ToString()); invString.AddPermissionsStart(); invString.AddNameValueLine("base_mask", "0x7FFFFFFF"); invString.AddNameValueLine("owner_mask", "0x7FFFFFFF"); invString.AddNameValueLine("group_mask", "0x7FFFFFFF"); invString.AddNameValueLine("everyone_mask", "0x7FFFFFFF"); invString.AddNameValueLine("next_owner_mask", "0x7FFFFFFF"); invString.AddNameValueLine("creator_id", item.creator_id.ToString()); invString.AddNameValueLine("owner_id", item.owner_id.ToString()); invString.AddNameValueLine("last_owner_id", item.last_owner_id.ToString()); invString.AddNameValueLine("group_id", item.group_id.ToString()); invString.AddSectionEnd(); invString.AddNameValueLine("asset_id", item.asset_id.ToString()); invString.AddNameValueLine("type", item.type); invString.AddNameValueLine("inv_type", item.inv_type); invString.AddNameValueLine("flags", "0x00"); invString.AddNameValueLine("name", item.name + "|"); invString.AddNameValueLine("desc", item.desc + "|"); invString.AddNameValueLine("creation_date", item.creation_date.ToString()); invString.AddSectionEnd(); } fileData = Helpers.StringToField(invString.BuildString); if (fileData.Length > 2) { xferManager.AddNewFile(m_inventoryFileName, fileData); } return ""; } #endregion #region ExtraParams public void UpdatePrimFlags(ushort type, bool inUse, byte[] data) { 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.m_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.m_scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make m_scene public PhysActor = null; } } else { RemFlag(LLObject.ObjectFlags.Phantom); if (PhysActor == null) { PhysActor = m_parentGroup.m_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); 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 DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) { if (PhysActor != null) { if (UsePhysics != PhysActor.IsPhysical || isNew) { if (PhysActor.IsPhysical) { if (!isNew) this.ParentGroup.m_scene.RemovePhysicalPrim(1); PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; } PhysActor.IsPhysical = UsePhysics; // If we're not what we're supposed to be in the physics scene, recreate ourselves. //m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make m_scene public //PhysActor = null; if ((ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) { //PhysActor = m_parentGroup.m_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) { this.ParentGroup.m_scene.AddPhysicalPrim(1); PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; PhysActor.OnOutOfBounds += PhysicsOutOfBounds; } } } m_parentGroup.m_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; } } #endregion #region Texture /// /// /// /// public void UpdateTextureEntry(byte[] textureEntry) { m_shape.TextureEntry = textureEntry; 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()); } #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 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) { // Are we the owner? if (AgentID == OwnerID) { MainLog.Instance.Verbose("PERMISSIONS", "field: " + field.ToString() + ", mask: " + mask.ToString() + " addRemTF: " + addRemTF.ToString()); //Field 8 = EveryoneMask if (field == (byte)8) { MainLog.Instance.Verbose("PERMISSIONS", "Left over: " + (OwnerMask - EveryoneMask)); if (addRemTF == (byte)0) { //EveryoneMask = (uint)0; EveryoneMask &= ~mask; //EveryoneMask &= ~(uint)57344; } else { //EveryoneMask = (uint)0; EveryoneMask |= mask; //EveryoneMask |= (uint)57344; } //ScheduleFullUpdate(); SendFullUpdateToAllClients(); } //Field 16 = NextownerMask if (field == (byte)16) { if (addRemTF == (byte)0) { NextOwnerMask &= ~mask; } else { NextOwnerMask |= mask; } SendFullUpdateToAllClients(); } } } #region Client Update Methods public void AddFullUpdateToAllAvatars() { List avatars = m_parentGroup.GetScenePresences(); for (int i = 0; i < avatars.Count; i++) { avatars[i].QueuePartForUpdate(this); } } 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(this.UUID)); } } /// /// /// /// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) { m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags); } /// /// /// /// public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags) { LLVector3 lPos; lPos = OffsetPosition; SendFullUpdateToClient(remoteClient, lPos, clientflags); } /// /// /// /// /// public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags) { LLQuaternion lRot; lRot = RotationOffset; if (remoteClient.AgentId == OwnerID) { clientFlags &= ~(uint)LLObject.ObjectFlags.CreateSelected; } byte[] color = new byte[] { m_color.R, m_color.G, m_color.B, m_color.A }; remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid, OwnerID, m_text, color, ParentID, m_particleSystem, lRot, m_clickAction); } /// 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); } } /// /// /// /// 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, 64096, LocalID, lPos, mRot); } else { remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity, RotationalVelocity); } } public void SendTerseUpdateToClient(IClientAPI remoteClient, LLVector3 lPos) { LLQuaternion mRot = RotationOffset; if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0) { remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot); } else { remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity, RotationalVelocity); //System.Console.WriteLine("RVel:" + RotationalVelocity); } } #endregion public virtual void UpdateMovement() { } #region Events public void PhysicsRequestingTerseUpdate() { ScheduleTerseUpdate(); //SendTerseUpdateToAllClients(); } #endregion public void PhysicsOutOfBounds(PhysicsVector pos) { MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds."); RemFlag(LLObject.ObjectFlags.Physics); DoPhysicsPropertyUpdate(false, true); m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient) { } 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)); Text = text; } public class InventoryStringBuilder { public string BuildString = ""; public InventoryStringBuilder(LLUUID folderID, LLUUID parentID) { BuildString += "\tinv_object\t0\n\t{\n"; AddNameValueLine("obj_id", folderID.ToString()); AddNameValueLine("parent_id", parentID.ToString()); AddNameValueLine("type", "category"); AddNameValueLine("name", "Contents"); AddSectionEnd(); } public void AddItemStart() { BuildString += "\tinv_item\t0\n"; BuildString += "\t{\n"; } public void AddPermissionsStart() { BuildString += "\tpermissions 0\n"; BuildString += "\t{\n"; } public void AddSectionEnd() { BuildString += "\t}\n"; } public void AddLine(string addLine) { BuildString += addLine; } public void AddNameValueLine(string name, string value) { BuildString += "\t\t"; BuildString += name + "\t"; BuildString += value + "\n"; } public void Close() { } } public class TaskInventoryItem { public static string[] Types = new string[] { "texture", "sound", "", "", "", "", "", "", "", "", "lsltext", "" }; public LLUUID item_id = LLUUID.Zero; public LLUUID parent_id = LLUUID.Zero; //parent folder id public uint base_mask = FULL_MASK_PERMISSIONS_GENERAL; public uint owner_mask = FULL_MASK_PERMISSIONS_GENERAL; public uint group_mask = FULL_MASK_PERMISSIONS_GENERAL; public uint everyone_mask = FULL_MASK_PERMISSIONS_GENERAL; public uint next_owner_mask = FULL_MASK_PERMISSIONS_GENERAL; public LLUUID creator_id = LLUUID.Zero; public LLUUID owner_id = LLUUID.Zero; public LLUUID last_owner_id = LLUUID.Zero; public LLUUID group_id = LLUUID.Zero; public LLUUID asset_id = LLUUID.Zero; public string type = ""; public string inv_type = ""; public uint flags = 0; public string name = ""; public string desc = ""; public uint creation_date = 0; public LLUUID ParentPartID = LLUUID.Zero; public TaskInventoryItem() { } } } }