/*
* 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.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
using System.Xml;
using System.Xml.Serialization;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes
{
#region Enumerations
[Flags]
public enum Changed : uint
{
INVENTORY = 1,
COLOR = 2,
SHAPE = 4,
SCALE = 8,
TEXTURE = 16,
LINK = 32,
ALLOWED_DROP = 64,
OWNER = 128,
REGION_RESTART = 256,
REGION = 512,
TELEPORT = 1024
}
// 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 TextureAnimFlags : byte
{
NONE = 0x00,
ANIM_ON = 0x01,
LOOP = 0x02,
REVERSE = 0x04,
PING_PONG = 0x08,
SMOOTH = 0x10,
ROTATE = 0x20,
SCALE = 0x40
}
#endregion Enumerations
public class SceneObjectPart : IScriptHost
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
// use a new instance every time)
private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
#region Fields
public bool AllowedDrop = false;
[XmlIgnore]
public bool DIE_AT_EDGE = false;
// TODO: This needs to be persisted in next XML version update!
[XmlIgnore]
public int[] PayPrice = {-2,-2,-2,-2,-2};
[XmlIgnore]
public PhysicsActor PhysActor = null;
//Xantor 20080528 Sound stuff:
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
// Not a big problem as long as the script that sets it remains in the prim on startup.
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
[XmlIgnore]
public UUID Sound;
[XmlIgnore]
public byte SoundFlags;
[XmlIgnore]
public double SoundGain;
[XmlIgnore]
public double SoundRadius;
[XmlIgnore]
public uint TimeStampFull = 0;
[XmlIgnore]
public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
[XmlIgnore]
public uint TimeStampTerse = 0;
[XmlIgnore]
public UUID FromAssetID = UUID.Zero;
///
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
///
private UUID m_fromUserInventoryItemID = UUID.Zero;
[XmlIgnore]
public UUID FromUserInventoryItemID
{
get { return m_fromUserInventoryItemID; }
}
[XmlIgnore]
public bool IsAttachment = false;
[XmlIgnore]
public scriptEvents AggregateScriptEvents = 0;
[XmlIgnore]
public UUID AttachedAvatar = UUID.Zero;
[XmlIgnore]
public Vector3 AttachedPos = Vector3.Zero;
[XmlIgnore]
public uint AttachmentPoint = (byte)0;
[XmlIgnore]
public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f);
[XmlIgnore]
public bool VolumeDetectActive = false; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
[XmlIgnore]
public bool IsWaitingForFirstSpinUpdatePacket = false;
[XmlIgnore]
public Quaternion SpinOldOrientation = new Quaternion();
///
/// This part's inventory
///
[XmlIgnore]
public IEntityInventory Inventory
{
get { return m_inventory; }
}
protected SceneObjectPartInventory m_inventory;
[XmlIgnore]
public bool Undoing = false;
[XmlIgnore]
private PrimFlags LocalFlags = 0;
private byte[] m_TextureAnimation;
private byte m_clickAction = 0;
private Color m_color = Color.Black;
private string m_description = String.Empty;
private readonly List m_lastColliders = new List();
// private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
private int m_linkNum = 0;
[XmlIgnore]
private int m_scriptAccessPin = 0;
[XmlIgnore]
private readonly Dictionary m_scriptEvents = new Dictionary();
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
private Vector3 m_sitTargetPosition = Vector3.Zero;
private string m_sitAnimation = "SIT";
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly UndoStack m_undo = new UndoStack(5);
private UUID _creatorID;
private bool m_passTouches = false;
///
/// 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;
protected Vector3 m_acceleration;
protected Vector3 m_angularVelocity;
//unkown if this will be kept, added as a way of removing the group position from the group class
protected Vector3 m_groupPosition;
protected uint m_localId;
protected Material m_material = (Material)3; // Wood
protected string m_name;
protected Vector3 m_offsetPosition;
// FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
protected SceneObjectGroup m_parentGroup;
protected byte[] m_particleSystem = new byte[0];
protected ulong m_regionHandle;
protected Quaternion m_rotationOffset;
protected PrimitiveBaseShape m_shape = null;
protected UUID m_uuid;
protected Vector3 m_velocity;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
private Vector3 m_cameraEyeOffset = new Vector3(0.0f, 0.0f, 0.0f);
private Vector3 m_cameraAtOffset = new Vector3(0.0f, 0.0f, 0.0f);
private bool m_forceMouselook = false;
// TODO: Collision sound should have default.
private UUID m_collisionSound = UUID.Zero;
private float m_collisionSoundVolume = 0.0f;
#endregion Fields
#region Constructors
///
/// No arg constructor called by region restore db code
///
public SceneObjectPart()
{
// It's not necessary to persist this
m_TextureAnimation = new byte[0];
m_particleSystem = new byte[0];
Rezzed = DateTime.Now;
m_inventory = new SceneObjectPartInventory(this);
}
///
/// Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
///
///
///
///
///
///
public SceneObjectPart(
UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
Quaternion rotationOffset, Vector3 offsetPosition)
{
m_name = "Primitive";
Rezzed = DateTime.Now;
_creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
_ownerID = ownerID;
_creatorID = _ownerID;
_lastOwnerID = UUID.Zero;
UUID = UUID.Random();
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 Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
m_TextureAnimation = new byte[0];
m_particleSystem = new byte[0];
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
_flags = 0;
_flags |= PrimFlags.CreateSelected;
TrimPermissions();
//m_undo = new UndoStack(ParentGroup.GetSceneMaxUndo());
m_inventory = new SceneObjectPartInventory(this);
}
#endregion Constructors
#region XML Schema
private UUID _lastOwnerID;
private UUID _ownerID;
private UUID _groupID;
private int _ownershipCost;
private byte _objectSaleType;
private int _salePrice;
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
private UUID m_sitTargetAvatar = UUID.Zero;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _groupMask = (uint)PermissionMask.None;
private uint _everyoneMask = (uint)PermissionMask.None;
private uint _nextOwnerMask = (uint)PermissionMask.All;
private PrimFlags _flags = 0;
private DateTime m_expires;
private DateTime m_rezzed;
public UUID CreatorID
{
get
{
return _creatorID;
}
set
{
_creatorID = value;
}
}
///
/// A relic from when we we thought that prims contained folder objects. In
/// reality, prim == folder
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
///
public UUID FolderID
{
get { return UUID; }
set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
}
///
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
///
public uint InventorySerial
{
get { return m_inventory.Serial; }
set { m_inventory.Serial = value; }
}
///
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
///
public TaskInventoryDictionary TaskInventory
{
get { return m_inventory.Items; }
set { m_inventory.Items = value; }
}
public uint ObjectFlags
{
get { return (uint)_flags; }
set { _flags = (PrimFlags)value; }
}
public UUID UUID
{
get { return m_uuid; }
set { m_uuid = value; }
}
public uint LocalId
{
get { return m_localId; }
set { m_localId = value; }
}
public virtual string Name
{
get { return m_name; }
set
{
m_name = value;
if (PhysActor != null)
{
PhysActor.SOPName = value;
}
}
}
public byte Material
{
get { return (byte) m_material; }
set
{
m_material = (Material)value;
if (PhysActor != null)
{
PhysActor.SetMaterial((int)value);
}
}
}
public bool PassTouches
{
get { return m_passTouches; }
set
{
m_passTouches = value;
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set { m_regionHandle = value; }
}
public int ScriptAccessPin
{
get { return m_scriptAccessPin; }
set { m_scriptAccessPin = (int)value; }
}
[XmlIgnore]
public Byte[] TextureAnimation
{
get { return m_TextureAnimation; }
set { m_TextureAnimation = value; }
}
[XmlIgnore]
public Byte[] ParticleSystem
{
get { return m_particleSystem; }
set { m_particleSystem = value; }
}
[XmlIgnore]
public DateTime Expires
{
get { return m_expires; }
set { m_expires = value; }
}
[XmlIgnore]
public DateTime Rezzed
{
get { return m_rezzed; }
set { m_rezzed = value; }
}
///
/// The position of the entire group that this prim belongs to.
///
public Vector3 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 (IsAttachment)
{
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
return sp.AbsolutePosition;
}
}
return m_groupPosition;
}
set
{
StoreUndoState();
m_groupPosition = value;
if (PhysActor != null)
{
try
{
// Root prim actually goes at Position
if (_parentID == 0)
{
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
}
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
catch (Exception e)
{
m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
}
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
if (m_sitTargetAvatar != UUID.Zero)
{
if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
{
ScenePresence avatar;
if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
{
avatar.ParentPosition = GetWorldPosition();
}
}
}
}
}
public Vector3 OffsetPosition
{
get { return m_offsetPosition; }
set
{
StoreUndoState();
m_offsetPosition = value;
if (ParentGroup != null && !ParentGroup.IsDeleted)
{
if (_parentID != 0 && PhysActor != null)
{
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
}
public Quaternion RotationOffset
{
get
{
// We don't want the physics engine mucking up the rotations in a linkset
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
{
if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
{
m_rotationOffset = PhysActor.Orientation;
}
}
return m_rotationOffset;
}
set
{
StoreUndoState();
m_rotationOffset = value;
if (PhysActor != null)
{
try
{
// Root prim gets value directly
if (_parentID == 0)
{
PhysActor.Orientation = value;
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
}
else
{
// Child prim we have to calculate it's world rotationwel
Quaternion resultingrotation = GetWorldRotation();
PhysActor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
}
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
//}
}
catch (Exception ex)
{
m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
}
}
}
}
///
public Vector3 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 Vector3 RotationalVelocity
{
get { return AngularVelocity; }
set { AngularVelocity = value; }
}
///
public Vector3 AngularVelocity
{
get
{
if ((PhysActor != null) && PhysActor.IsPhysical)
{
m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
}
return m_angularVelocity;
}
set { m_angularVelocity = value; }
}
///
public Vector3 Acceleration
{
get { return m_acceleration; }
set { m_acceleration = value; }
}
public string Description
{
get { return m_description; }
set
{
m_description = value;
if (PhysActor != null)
{
PhysActor.SOPDescription = value;
}
}
}
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();
}
}
public string Text
{
get
{
string returnstr = m_text;
if (returnstr.Length > 255)
{
returnstr = returnstr.Substring(0, 254);
}
return returnstr;
}
set
{
m_text = value;
}
}
public string SitName
{
get { return m_sitName; }
set { m_sitName = value; }
}
public string TouchName
{
get { return m_touchName; }
set { m_touchName = value; }
}
public int LinkNum
{
get { return m_linkNum; }
set { m_linkNum = value; }
}
public byte ClickAction
{
get { return m_clickAction; }
set
{
m_clickAction = value;
}
}
public PrimitiveBaseShape Shape
{
get { return m_shape; }
set
{
bool shape_changed = false;
// TODO: this should really be restricted to the right
// set of attributes on shape change. For instance,
// changing the lighting on a shape shouldn't cause
// this.
if (m_shape != null)
shape_changed = true;
m_shape = value;
if (shape_changed)
TriggerScriptChangedEvent(Changed.SHAPE);
}
}
public Vector3 Scale
{
get { return m_shape.Scale; }
set
{
StoreUndoState();
if (m_shape != null) {
m_shape.Scale = value;
if (PhysActor != null && m_parentGroup != null)
{
if (m_parentGroup.Scene != null)
{
if (m_parentGroup.Scene.PhysicsScene != null)
{
PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
}
TriggerScriptChangedEvent(Changed.SCALE);
}
}
public byte UpdateFlag
{
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
#endregion
//---------------
#region Public Properties with only Get
public Vector3 AbsolutePosition
{
get {
if (IsAttachment)
return GroupPosition;
return m_offsetPosition + m_groupPosition; }
}
public UUID ObjectCreator
{
get { return _creatorID; }
}
public UUID ObjectOwner
{
get { return _ownerID; }
}
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
}
public scriptEvents ScriptEvents
{
get { return AggregateScriptEvents; }
}
public Quaternion SitTargetOrientation
{
get { return m_sitTargetOrientation; }
set { m_sitTargetOrientation = value; }
}
public Vector3 SitTargetPosition
{
get { return m_sitTargetPosition; }
set { m_sitTargetPosition = value; }
}
// This sort of sucks, but I'm adding these in to make some of
// the mappings more consistant.
public Vector3 SitTargetPositionLL
{
get { return new Vector3(m_sitTargetPosition.X, m_sitTargetPosition.Y,m_sitTargetPosition.Z); }
set { m_sitTargetPosition = value; }
}
public Quaternion SitTargetOrientationLL
{
get
{
return new Quaternion(
m_sitTargetOrientation.X,
m_sitTargetOrientation.Y,
m_sitTargetOrientation.Z,
m_sitTargetOrientation.W
);
}
set { m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W); }
}
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);
}
}
public uint ParentID
{
get { return _parentID; }
set { _parentID = value; }
}
public int CreationDate
{
get { return _creationDate; }
set { _creationDate = value; }
}
public uint Category
{
get { return _category; }
set { _category = value; }
}
public int SalePrice
{
get { return _salePrice; }
set { _salePrice = value; }
}
public byte ObjectSaleType
{
get { return _objectSaleType; }
set { _objectSaleType = value; }
}
public int OwnershipCost
{
get { return _ownershipCost; }
set { _ownershipCost = value; }
}
public UUID GroupID
{
get { return _groupID; }
set { _groupID = value; }
}
public UUID OwnerID
{
get { return _ownerID; }
set { _ownerID = value; }
}
public UUID LastOwnerID
{
get { return _lastOwnerID; }
set { _lastOwnerID = value; }
}
public uint BaseMask
{
get { return _baseMask; }
set { _baseMask = value; }
}
public uint OwnerMask
{
get { return _ownerMask; }
set { _ownerMask = value; }
}
public uint GroupMask
{
get { return _groupMask; }
set { _groupMask = value; }
}
public uint EveryoneMask
{
get { return _everyoneMask; }
set { _everyoneMask = value; }
}
public uint NextOwnerMask
{
get { return _nextOwnerMask; }
set { _nextOwnerMask = value; }
}
public PrimFlags Flags
{
get { return _flags; }
set { _flags = value; }
}
[XmlIgnore]
public UUID SitTargetAvatar
{
get { return m_sitTargetAvatar; }
set { m_sitTargetAvatar = value; }
}
[XmlIgnore]
public virtual UUID RegionID
{
get
{
if (ParentGroup != null && ParentGroup.Scene != null)
return ParentGroup.Scene.RegionInfo.RegionID;
else
return UUID.Zero;
}
set {} // read only
}
private UUID _parentUUID = UUID.Zero;
[XmlIgnore]
public UUID ParentUUID
{
get
{
if (ParentGroup != null)
{
_parentUUID = ParentGroup.UUID;
}
return _parentUUID;
}
set { _parentUUID = value; }
}
[XmlIgnore]
public string SitAnimation
{
get { return m_sitAnimation; }
set { m_sitAnimation = value; }
}
public UUID CollisionSound
{
get { return m_collisionSound; }
set
{
m_collisionSound = value;
aggregateScriptEvents();
}
}
public float CollisionSoundVolume
{
get { return m_collisionSoundVolume; }
set { m_collisionSoundVolume = value; }
}
#endregion Public Properties with only Get
#region Private Methods
private uint ApplyMask(uint val, bool set, uint mask)
{
if (set)
{
return val |= mask;
}
else
{
return val &= ~mask;
}
}
///
/// Clear all pending updates of parts to clients
///
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
private void SendObjectPropertiesToClient(UUID AgentID)
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
if (avatars[i].UUID == AgentID)
{
m_parentGroup.GetProperties(avatars[i].ControllingClient);
}
}
}
private void handleTimerAccounting(uint localID, double interval)
{
if (localID == LocalId)
{
float sec = (float)interval;
if (m_parentGroup != null)
{
if (sec == 0)
{
if (m_parentGroup.scriptScore + 0.001f >= float.MaxValue - 0.001)
m_parentGroup.scriptScore = 0;
m_parentGroup.scriptScore += 0.001f;
return;
}
if (m_parentGroup.scriptScore + (0.001f / sec) >= float.MaxValue - (0.001f / sec))
m_parentGroup.scriptScore = 0;
m_parentGroup.scriptScore += (0.001f / sec);
}
}
}
#endregion Private Methods
#region Public Methods
public void ResetExpire()
{
Expires = DateTime.Now + new TimeSpan(600000000);
}
public void AddFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((ObjectFlags & (uint) flag) == 0)
{
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
_flags |= flag;
if (flag == PrimFlags.TemporaryOnRez)
ResetExpire();
}
// m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
}
///
/// Tell all scene presences that they should send updates for this part to their clients
///
public void AddFullUpdateToAllAvatars()
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void AddFullUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);
}
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
{
m_particleSystem = pSystem.GetBytes();
}
public void RemoveParticleSystem()
{
m_particleSystem = new byte[0];
}
/// Terse updates
public void AddTerseUpdateToAllAvatars()
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].QueuePartForUpdate(this);
}
}
public void AddTerseUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);
}
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((uint)pTexAnim.Flags); pos++;
data[pos] = (byte)pTexAnim.Face; pos++;
data[pos] = (byte)pTexAnim.SizeX; pos++;
data[pos] = (byte)pTexAnim.SizeY; pos++;
Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
m_TextureAnimation = data;
}
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);
}
}
///
/// 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(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
}
if (m_parentGroup != null)
{
m_parentGroup.applyImpulse(impulse);
}
}
///
/// hook to the physics scene to apply angular 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 ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
}
if (m_parentGroup != null)
{
m_parentGroup.applyAngularImpulse(impulse);
}
}
///
/// hook to the physics scene to apply angular 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 SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
if (localGlobalTF)
{
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
}
if (m_parentGroup != null)
{
m_parentGroup.setAngularImpulse(impulse);
}
}
public Vector3 GetTorque()
{
if (m_parentGroup != null)
{
m_parentGroup.GetTorque();
}
return Vector3.Zero;
}
///
/// Apply physics to this part.
///
///
///
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
{
bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
if (IsJoint())
{
DoPhysicsPropertyUpdate(isPhysical, true);
}
else
{
// Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
if (VolumeDetectActive)
isPhantom = false;
// 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 or an attachment, which is phantom by definition
if (!isPhantom && !IsAttachment)
{
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
RotationOffset,
RigidBody);
// Basic Physics returns null.. joy joy joy.
if (PhysActor != null)
{
PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
PhysActor.SOPDescription = this.Description;
PhysActor.LocalID = LocalId;
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
}
}
}
}
public void ClearUndoState()
{
lock (m_undo)
{
m_undo.Clear();
}
StoreUndoState();
}
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;
}
///
/// Duplicates this part.
///
///
public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
{
SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
dupe.m_shape = m_shape.Copy();
dupe.m_regionHandle = m_regionHandle;
if (userExposed)
dupe.UUID = UUID.Random();
//memberwiseclone means it also clones the physics actor reference
// This will make physical prim 'bounce' if not set to null.
if (!userExposed)
dupe.PhysActor = null;
dupe._ownerID = AgentID;
dupe._groupID = GroupID;
dupe.GroupPosition = GroupPosition;
dupe.OffsetPosition = OffsetPosition;
dupe.RotationOffset = RotationOffset;
dupe.Velocity = new Vector3(0, 0, 0);
dupe.Acceleration = new Vector3(0, 0, 0);
dupe.AngularVelocity = new Vector3(0, 0, 0);
dupe.ObjectFlags = ObjectFlags;
dupe._ownershipCost = _ownershipCost;
dupe._objectSaleType = _objectSaleType;
dupe._salePrice = _salePrice;
dupe._category = _category;
dupe.m_rezzed = m_rezzed;
dupe.m_inventory = new SceneObjectPartInventory(dupe);
dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
if (userExposed)
{
dupe.ResetIDs(linkNum);
dupe.m_inventory.HasInventoryChanged = true;
}
else
{
dupe.m_inventory.HasInventoryChanged = m_inventory.HasInventoryChanged;
}
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe._lastOwnerID = ObjectOwner;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
if (userExposed)
{
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{
m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
}
bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
return dupe;
}
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
if (asset != null)
{
SceneObjectPart sop = (SceneObjectPart)sender;
if (sop != null)
sop.SculptTextureCallback(asset.FullID, asset);
}
}
public static SceneObjectPart Create()
{
SceneObjectPart part = new SceneObjectPart();
part.UUID = UUID.Random();
PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
part.Shape = shape;
part.Name = "Primitive";
part._ownerID = UUID.Random();
return part;
}
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
if (IsJoint())
{
if (UsePhysics)
{
// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
PhysicsJointType jointType;
if (IsHingeJoint())
{
jointType = PhysicsJointType.Hinge;
}
else if (IsBallJoint())
{
jointType = PhysicsJointType.Ball;
}
else
{
jointType = PhysicsJointType.Ball;
}
List bodyNames = new List();
string RawParams = Description;
string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
string trackedBodyName = null;
if (jointParams.Length >= 2)
{
for (int iBodyName = 0; iBodyName < 2; iBodyName++)
{
string bodyName = jointParams[iBodyName];
bodyNames.Add(bodyName);
if (bodyName != "NULL")
{
if (trackedBodyName == null)
{
trackedBodyName = bodyName;
}
}
}
}
SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
Quaternion localRotation = Quaternion.Identity;
if (trackedBody != null)
{
localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
}
else
{
// error, output it below
}
PhysicsJoint joint;
joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
this.RotationOffset,
Description,
bodyNames,
trackedBodyName,
localRotation);
if (trackedBody == null)
{
ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
}
}
else
{
if (isNew)
{
// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
// delete, and if we try to delete it, due to asynchronous processing, the deletion request
// will get processed later at an indeterminate time, which could cancel a later-arriving
// joint creation request.
}
else
{
// here we turn off the joint object, so remove the joint from the physics scene
m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
// make sure client isn't interpolating the joint proxy object
Velocity = new Vector3(0, 0, 0);
RotationalVelocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
}
}
}
else
{
if (PhysActor != null)
{
if (UsePhysics != PhysActor.IsPhysical || isNew)
{
if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
{
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
PhysActor.delink();
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
{
// destroy all joints connected to this now deactivated body
m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
}
// stop client-side interpolation of all joint proxy objects that have just been deleted
// this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback,
// which stops client-side interpolation of deactivated joint proxy objects.
}
if (!UsePhysics && !isNew)
{
// reset velocity to 0 on physics switch-off. Without that, the client thinks the
// prim still has velocity and continues to interpolate its position along the old
// velocity-vector.
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
//RotationalVelocity = new Vector3(0, 0, 0);
}
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)PrimFlags.Phantom) == 0)
{
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);
}
}
}
///
/// Restore this part from the serialized xml representation.
///
///
///
public static SceneObjectPart FromXml(XmlReader xmlReader)
{
return FromXml(UUID.Zero, xmlReader);
}
///
/// Restore this part from the serialized xml representation.
///
/// The inventory id from which this part came, if applicable
///
///
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
{
SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
part.m_fromUserInventoryItemID = fromUserInventoryItemId;
// for tempOnRez objects, we have to fix the Expire date.
if ((part.Flags & PrimFlags.TemporaryOnRez) != 0) part.ResetExpire();
return part;
}
public UUID GetAvatarOnSitTarget()
{
return m_sitTargetAvatar;
}
public bool GetDieAtEdge()
{
if (m_parentGroup == null)
return false;
if (m_parentGroup.IsDeleted)
return false;
return m_parentGroup.RootPart.DIE_AT_EDGE;
}
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 uint GetEffectiveObjectFlags()
{
PrimFlags f = _flags;
if (m_parentGroup == null || m_parentGroup.RootPart == this)
f &= ~(PrimFlags.Touch | PrimFlags.Money);
return (uint)_flags | (uint)LocalFlags;
}
public Vector3 GetGeometricCenter()
{
if (PhysActor != null)
{
return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
}
else
{
return new Vector3(0, 0, 0);
}
}
public float GetMass()
{
if (PhysActor != null)
{
return PhysActor.Mass;
}
else
{
return 0;
}
}
public PhysicsVector GetForce()
{
if (PhysActor != null)
return PhysActor.Force;
else
return new PhysicsVector();
}
public void GetProperties(IClientAPI client)
{
client.SendObjectPropertiesReply(
m_fromUserInventoryItemID, (ulong)_creationDate, _creatorID, UUID.Zero, UUID.Zero,
_groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
ParentGroup.RootPart._baseMask,
ParentGroup.RootPart.ObjectSaleType,
ParentGroup.RootPart.SalePrice);
}
public UUID GetRootPartUUID()
{
if (m_parentGroup != null)
{
return m_parentGroup.UUID;
}
return UUID.Zero;
}
///
/// 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 Vector3 GetWorldPosition()
{
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Vector3 axPos = OffsetPosition;
axPos *= parentRot;
Vector3 translationOffsetPosition = axPos;
return GroupPosition + translationOffsetPosition;
}
///
/// Gets the rotation of this prim offset by the group rotation
///
///
public Quaternion GetWorldRotation()
{
Quaternion newRot;
if (this.LinkNum == 0)
{
newRot = RotationOffset;
}
else
{
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Quaternion oldRot = RotationOffset;
newRot = parentRot * oldRot;
}
return newRot;
}
public void MoveToTarget(Vector3 target, float tau)
{
if (tau > 0)
{
m_parentGroup.moveToTarget(target, tau);
}
else
{
StopMoveToTarget();
}
}
///
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
///
/// Height to hover. Height of zero disables hover.
/// Determines what the height is relative to
/// Number of seconds over which to reach target
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
m_parentGroup.SetHoverHeight(height, hoverType, tau);
}
public void StopHover()
{
m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
}
public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
{
}
public void PhysicsCollision(EventArgs e)
{
// single threaded here
if (e == null)
{
return;
}
CollisionEventUpdate a = (CollisionEventUpdate)e;
Dictionary collissionswith = a.m_objCollisionList;
List thisHitColliders = new List();
List endedColliders = new List();
List startedColliders = new List();
// calculate things that started colliding this time
// and build up list of colliders this time
foreach (uint localid in collissionswith.Keys)
{
if (localid != 0)
{
thisHitColliders.Add(localid);
if (!m_lastColliders.Contains(localid))
{
startedColliders.Add(localid);
}
//m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
}
}
// calculate things that ended colliding
foreach (uint localID in m_lastColliders)
{
if (!thisHitColliders.Contains(localID))
{
endedColliders.Add(localID);
}
}
//add the items that started colliding this time to the last colliders list.
foreach (uint localID in startedColliders)
{
m_lastColliders.Add(localID);
}
// remove things that ended colliding from the last colliders list
foreach (uint localID in endedColliders)
{
m_lastColliders.Remove(localID);
}
if (m_parentGroup == null)
return;
if (m_parentGroup.IsDeleted)
return;
// play the sound.
if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
{
SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0);
}
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
{
// do event notification
if (startedColliders.Count > 0)
{
ColliderArgs StartCollidingMessage = new ColliderArgs();
List colliding = new List();
foreach (uint localId in startedColliders)
{
// always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
if (obj != null)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
detobj.ownerUUID = obj._ownerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = obj._groupID;
colliding.Add(detobj);
}
else
{
List avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
{
foreach (ScenePresence av in avlist)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.ControllingClient.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
}
}
if (colliding.Count > 0)
{
StartCollidingMessage.Colliders = colliding;
// always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
}
}
}
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
{
if (m_lastColliders.Count > 0)
{
ColliderArgs CollidingMessage = new ColliderArgs();
List colliding = new List();
foreach (uint localId in m_lastColliders)
{
// always running this check because if the user deletes the object it would return a null reference.
if (localId == 0)
continue;
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
if (obj != null)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
detobj.ownerUUID = obj._ownerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = obj._groupID;
colliding.Add(detobj);
}
else
{
List avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
{
foreach (ScenePresence av in avlist)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
}
}
if (colliding.Count > 0)
{
CollidingMessage.Colliders = colliding;
// always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
}
}
}
if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
{
if (endedColliders.Count > 0)
{
ColliderArgs EndCollidingMessage = new ColliderArgs();
List colliding = new List();
foreach (uint localId in endedColliders)
{
if (localId == 0)
continue;
// always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
if (obj != null)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
detobj.ownerUUID = obj._ownerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = obj._groupID;
colliding.Add(detobj);
}
else
{
List avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
{
foreach (ScenePresence av in avlist)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
}
}
if (colliding.Count > 0)
{
EndCollidingMessage.Colliders = colliding;
// always running this check because if the user deletes the object it would return a null reference.
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
}
}
}
}
public void PhysicsOutOfBounds(PhysicsVector pos)
{
m_log.Info("[PHYSICS]: Physical Object went out of bounds.");
RemFlag(PrimFlags.Physics);
DoPhysicsPropertyUpdate(false, true);
//m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
public void PhysicsRequestingTerseUpdate()
{
if (PhysActor != null)
{
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f)
{
m_parentGroup.AbsolutePosition = newpos;
return;
}
}
ScheduleTerseUpdate();
//SendTerseUpdateToAllClients();
}
public void PreloadSound(string sound)
{
// UUID ownerID = OwnerID;
UUID objectID = UUID;
UUID soundID = UUID.Zero;
if (!UUID.TryParse(sound, out soundID))
{
//Trys to fetch sound id from prim's inventory.
//Prim's inventory doesn't support non script items yet
lock (TaskInventory)
{
foreach (KeyValuePair item in 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 RemFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((ObjectFlags & (uint) flag) != 0)
{
//m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
_flags &= ~flag;
}
//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
//ScheduleFullUpdate();
}
public void RemoveScriptEvents(UUID scriptid)
{
lock (m_scriptEvents)
{
if (m_scriptEvents.ContainsKey(scriptid))
{
scriptEvents oldparts = scriptEvents.None;
oldparts = (scriptEvents) m_scriptEvents[scriptid];
// remove values from aggregated script events
AggregateScriptEvents &= ~oldparts;
m_scriptEvents.Remove(scriptid);
aggregateScriptEvents();
}
}
}
///
/// Reset UUIDs for this part. This involves generate this part's own UUID and
/// generating new UUIDs for all the items in the inventory.
///
/// Link number for the part
public void ResetIDs(int linkNum)
{
UUID = UUID.Random();
LinkNum = linkNum;
LocalId = 0;
Inventory.ResetInventoryIDs();
}
///
/// Resize this part.
///
///
public void Resize(Vector3 scale)
{
StoreUndoState();
m_shape.Scale = scale;
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
///
/// Schedules this prim for a full update
///
public void ScheduleFullUpdate()
{
if (m_parentGroup != null)
{
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);
}
///
/// 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);
}
}
public void ScriptSetPhantomStatus(bool Phantom)
{
if (m_parentGroup != null)
{
m_parentGroup.ScriptSetPhantomStatus(Phantom);
}
}
public void ScriptSetTemporaryStatus(bool Temporary)
{
if (m_parentGroup != null)
{
m_parentGroup.ScriptSetTemporaryStatus(Temporary);
}
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
{
if (m_parentGroup == null)
DoPhysicsPropertyUpdate(UsePhysics, false);
else
m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
}
public void ScriptSetVolumeDetect(bool SetVD)
{
if (m_parentGroup != null)
{
m_parentGroup.ScriptSetVolumeDetect(SetVD);
}
}
public void SculptTextureCallback(UUID textureID, AssetBase texture)
{
if (m_shape.SculptEntry)
{
if (texture != null)
{
m_shape.SculptData = texture.Data;
if (PhysActor != null)
{
// Tricks physics engine into thinking we've changed the part shape.
PrimitiveBaseShape m_newshape = m_shape.Copy();
PhysActor.Shape = m_newshape;
m_shape = m_newshape;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
}
///
///
///
///
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
}
///
///
///
public void SendFullUpdateToAllClients()
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
avatars[i].GenerateClientFlags(UUID));
}
}
public void SendFullUpdateToAllClientsExcept(UUID agentID)
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
if (avatars[i].UUID != agentID)
{
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
avatars[i].GenerateClientFlags(UUID));
}
}
}
///
/// Sends a full update to the client
///
///
///
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
{
Vector3 lPos;
lPos = OffsetPosition;
SendFullUpdateToClient(remoteClient, lPos, clientflags);
}
///
/// Sends a full update to the client
///
///
///
///
public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
{
// Suppress full updates during attachment editing
//
if (ParentGroup.IsSelected && IsAttachment)
return;
if (ParentGroup.IsDeleted)
return;
clientFlags &= ~(uint) PrimFlags.CreateSelected;
if (remoteClient.AgentId == _ownerID)
{
if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
{
clientFlags |= (uint) PrimFlags.CreateSelected;
_flags &= ~PrimFlags.CreateSelected;
}
}
//bool isattachment = IsAttachment;
//if (LocalId != ParentGroup.RootPart.LocalId)
//isattachment = ParentGroup.RootPart.IsAttachment;
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
m_text, color, _parentID, m_particleSystem, m_clickAction, (byte)m_material, m_TextureAnimation, IsAttachment,
AttachmentPoint,FromAssetID, Sound, SoundGain, SoundFlags, SoundRadius);
}
///
/// 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)PrimFlags.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();
}
}
}
///
/// Trigger or play an attached sound in this part's inventory.
///
///
///
///
///
public void SendSound(string sound, double volume, bool triggered, byte flags)
{
if (volume > 1)
volume = 1;
if (volume < 0)
volume = 0;
UUID ownerID = _ownerID;
UUID objectID = UUID;
UUID parentID = GetRootPartUUID();
UUID soundID = UUID.Zero;
Vector3 position = AbsolutePosition; // region local
ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
if (!UUID.TryParse(sound, out soundID))
{
// search sound file from inventory
lock (TaskInventory)
{
foreach (KeyValuePair item in TaskInventory)
{
if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
{
soundID = item.Value.ItemID;
break;
}
}
}
}
if (soundID == UUID.Zero)
return;
ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface();
if (soundModule != null)
{
if (triggered)
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle);
else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags);
}
}
///
/// Send a terse update to all clients
///
public void SendTerseUpdateToAllClients()
{
List avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
SendTerseUpdateToClient(avatars[i].ControllingClient);
}
}
public void SetAttachmentPoint(uint AttachmentPoint)
{
this.AttachmentPoint = AttachmentPoint;
if (AttachmentPoint != 0)
{
IsAttachment = true;
}
else
{
IsAttachment = false;
}
// save the attachment point.
//if (AttachmentPoint != 0)
//{
m_shape.State = (byte)AttachmentPoint;
//}
}
public void SetAvatarOnSitTarget(UUID avatarID)
{
m_sitTargetAvatar = avatarID;
if (ParentGroup != null)
ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
public void SetAxisRotation(int axis, int rotate)
{
if (m_parentGroup != null)
{
m_parentGroup.SetAxisRotation(axis, rotate);
}
}
public void SetBuoyancy(float fvalue)
{
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
}
public void SetDieAtEdge(bool p)
{
if (m_parentGroup == null)
return;
if (m_parentGroup.IsDeleted)
return;
m_parentGroup.RootPart.DIE_AT_EDGE = p;
}
public void SetFloatOnWater(int floatYN)
{
if (PhysActor != null)
{
if (floatYN == 1)
{
PhysActor.FloatOnWater = true;
}
else
{
PhysActor.FloatOnWater = false;
}
}
}
public void SetForce(PhysicsVector force)
{
if (PhysActor != null)
{
PhysActor.Force = force;
}
}
public void SetVehicleType(int type)
{
if (PhysActor != null)
{
PhysActor.VehicleType = type;
}
}
public void SetVehicleFloatParam(int param, float value)
{
if (PhysActor != null)
{
PhysActor.VehicleFloatParam(param, value);
}
}
public void SetVehicleVectorParam(int param, PhysicsVector value)
{
if (PhysActor != null)
{
PhysActor.VehicleVectorParam(param, value);
}
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (PhysActor != null)
{
PhysActor.VehicleRotationParam(param, rotation);
}
}
public void SetGroup(UUID groupID, IClientAPI client)
{
_groupID = groupID;
if (client != null)
GetProperties(client);
m_updateFlag = 2;
}
///
///
///
public void SetParent(SceneObjectGroup parent)
{
m_parentGroup = parent;
}
// Use this for attachments! LocalID should be avatar's localid
public void SetParentLocalId(uint localID)
{
_parentID = localID;
}
public void SetPhysicsAxisRotation()
{
if (PhysActor != null)
{
PhysActor.LockAngularMotion(RotationAxis);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
public void SetScriptEvents(UUID scriptid, int events)
{
// scriptEvents oldparts;
lock (m_scriptEvents)
{
if (m_scriptEvents.ContainsKey(scriptid))
{
// oldparts = m_scriptEvents[scriptid];
// remove values from aggregated script events
if (m_scriptEvents[scriptid] == (scriptEvents) events)
return;
m_scriptEvents[scriptid] = (scriptEvents) events;
}
else
{
m_scriptEvents.Add(scriptid, (scriptEvents) events);
}
}
aggregateScriptEvents();
}
///
/// Set the text displayed for this part.
///
///
public void SetText(string text)
{
Text = text;
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
///
/// Set the text displayed for this part.
///
///
///
///
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 StopMoveToTarget()
{
m_parentGroup.stopMoveToTarget();
m_parentGroup.ScheduleGroupForTerseUpdate();
//m_parentGroup.ScheduleGroupForFullUpdate();
}
public void StoreUndoState()
{
if (!Undoing)
{
if (m_parentGroup != null)
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
UndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(this))
return;
}
}
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
m_undo.Push(nUndo);
}
}
}
}
}
public 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 = AbsolutePosition;
Vector3 vScale = Scale;
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 Vector3 object has a Distance function, but the Axiom.Math object doesn't.
// I can write a function to do it.. but I like the fact that this one is Static.
Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
returnresult.distance = distance;
return returnresult;
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
{
// In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
// This breaks down into the ray---> plane equation.
// TODO: Change to take shape into account
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
Vector3[] normals = new Vector3[6]; // Normal for Facei
Vector3[] AAfacenormals = new Vector3[6]; // Axis Aligned face normals
AAfacenormals[0] = new Vector3(1, 0, 0);
AAfacenormals[1] = new Vector3(0, 1, 0);
AAfacenormals[2] = new Vector3(-1, 0, 0);
AAfacenormals[3] = new Vector3(0, -1, 0);
AAfacenormals[4] = new Vector3(0, 0, 1);
AAfacenormals[5] = new Vector3(0, 0, -1);
Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B
Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C
Vector3 cross = new Vector3();
Vector3 pos = GetWorldPosition();
Quaternion rot = GetWorldRotation();
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = rot;
AXrot.Normalize();
Vector3 AXpos = pos;
// 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 = Vector3.Zero;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = tScale * AXrot;
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 = Vector3.Cross(AmBb, 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 = Vector3.Dot(normals[i], FaceB[i]);
//if (faceCenters)
//{
// c = normals[i].Dot(normals[i]);
//}
//else
//{
c = Vector3.Dot(iray.Direction, normals[i]);
//}
if (c == 0)
continue;
a = (d - Vector3.Dot(iray.Origin, normals[i])) / c;
if (a < 0)
continue;
// If the normal is pointing outside the object
if (Vector3.Dot(iray.Direction, normals[i]) < 0 || !frontFacesOnly)
{
//if (faceCenters)
//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
// q = iray.Origin + a * normals[i];
//}
//else
//{
q = iray.Origin + iray.Direction * a;
//}
float distance2 = (float)GetDistanceTo(q, AXpos);
// Is this the closest hit to the object's origin?
//if (faceCenters)
//{
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
if (distance2 < returnresult.distance)
{
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
returnresult.normal = AAfacenormals[i] * AXrot;
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
if (scaleComponent.X != 0) ScaleOffset = AXscale.X;
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 offset = returnresult.normal * ScaleOffset;
returnresult.ipoint = AXpos + offset;
///pos = (intersectionpoint + offset);
}
else
{
returnresult.normal = normals[i];
}
returnresult.AAfaceNormal = AAfacenormals[i];
}
}
}
return returnresult;
}
///
/// Serialize this part to xml.
///
///
public void ToXml(XmlWriter xmlWriter)
{
serializer.Serialize(xmlWriter, this);
}
public void TriggerScriptChangedEvent(Changed val)
{
if (m_parentGroup != null && m_parentGroup.Scene != null)
m_parentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
}
public void TrimPermissions()
{
_baseMask &= (uint)PermissionMask.All;
_ownerMask &= (uint)PermissionMask.All;
_groupMask &= (uint)PermissionMask.All;
_everyoneMask &= (uint)PermissionMask.All;
_nextOwnerMask &= (uint)PermissionMask.All;
}
public void Undo()
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
UndoState goback = m_undo.Pop();
if (goback != null)
goback.PlaybackState(this);
}
}
}
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
if (type == 0x30)
{
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
{
m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
}
}
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
public void UpdateGroupPosition(Vector3 pos)
{
if ((pos.X != GroupPosition.X) ||
(pos.Y != GroupPosition.Y) ||
(pos.Z != GroupPosition.Z))
{
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
GroupPosition = newPos;
ScheduleTerseUpdate();
}
}
public virtual void UpdateMovement()
{
}
///
///
///
///
public void UpdateOffSet(Vector3 pos)
{
if ((pos.X != OffsetPosition.X) ||
(pos.Y != OffsetPosition.Y) ||
(pos.Z != OffsetPosition.Z))
{
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
OffsetPosition = newPos;
ScheduleTerseUpdate();
}
}
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
bool set = addRemTF == 1;
bool god = m_parentGroup.Scene.Permissions.IsGod(AgentID);
uint baseMask = _baseMask;
if (god)
baseMask = 0x7ffffff0;
// Are we the owner?
if ((AgentID == _ownerID) || god)
{
switch (field)
{
case 1:
if (god)
{
_baseMask = ApplyMask(_baseMask, set, mask);
Inventory.ApplyGodPermissions(_baseMask);
}
break;
case 2:
_ownerMask = ApplyMask(_ownerMask, set, mask) &
baseMask;
break;
case 4:
_groupMask = ApplyMask(_groupMask, set, mask) &
baseMask;
break;
case 8:
_everyoneMask = ApplyMask(_everyoneMask, set, mask) &
baseMask;
break;
case 16:
_nextOwnerMask = ApplyMask(_nextOwnerMask, set, mask) &
baseMask;
break;
}
SendFullUpdateToAllClients();
SendObjectPropertiesToClient(AgentID);
}
}
public bool IsHingeJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string hingeString = "hingejoint";
return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
}
else
{
return false;
}
}
public bool IsBallJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string ballString = "balljoint";
return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
}
else
{
return false;
}
}
public bool IsJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
return IsHingeJoint() || IsBallJoint();
}
else
{
return false;
}
}
public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
{
bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD) )
{
return;
}
// Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely
// that...
// ... if VD is changed, all others are not.
// ... if one of the others is changed, VD is not.
if (IsVD) // VD is active, special logic applies
{
// State machine logic for VolumeDetect
// More logic below
bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom;
if (phanReset) // Phantom changes from on to off switch VD off too
{
IsVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (PhysActor != null)
PhysActor.SetVolumeDetect(0); // Let physics know about it too
}
else
{
IsPhantom = false;
// If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics
}
}
if (UsePhysics && IsJoint())
{
IsPhantom = true;
}
if (UsePhysics)
{
AddFlag(PrimFlags.Physics);
if (!wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
if (m_parentGroup != null)
{
if (!m_parentGroup.IsDeleted)
{
if (LocalId == m_parentGroup.RootPart.LocalId)
{
m_parentGroup.CheckSculptAndLoad();
}
}
}
}
}
else
{
RemFlag(PrimFlags.Physics);
if (wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
}
}
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
{
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
/// that's not wholesome. Had to make Scene public
PhysActor = null;
}
}
else // Not phantom
{
RemFlag(PrimFlags.Phantom);
if (PhysActor == null)
{
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
RotationOffset,
UsePhysics);
if (PhysActor != null)
{
PhysActor.LocalID = LocalId;
DoPhysicsPropertyUpdate(UsePhysics, true);
if (m_parentGroup != null)
{
if (!m_parentGroup.IsDeleted)
{
if (LocalId == m_parentGroup.RootPart.LocalId)
{
m_parentGroup.CheckSculptAndLoad();
}
}
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
(CollisionSound != UUID.Zero)
)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
}
}
}
else // it already has a physical representation
{
PhysActor.IsPhysical = UsePhysics;
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
if (m_parentGroup != null)
{
if (!m_parentGroup.IsDeleted)
{
if (LocalId == m_parentGroup.RootPart.LocalId)
{
m_parentGroup.CheckSculptAndLoad();
}
}
}
}
}
if (IsVD)
{
// If the above logic worked (this is urgent candidate to unit tests!)
// we now have a physicsactor.
// Defensive programming calls for a check here.
// Better would be throwing an exception that could be catched by a unit test as the internal
// logic should make sure, this Physactor is always here.
if (this.PhysActor != null)
{
PhysActor.SetVolumeDetect(1);
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true;
}
}
else
{ // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-) )
if (this.PhysActor != null)
{
PhysActor.SetVolumeDetect(0);
}
this.VolumeDetectActive = false;
}
if (IsTemporary)
{
AddFlag(PrimFlags.TemporaryOnRez);
}
else
{
RemFlag(PrimFlags.TemporaryOnRez);
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
public void UpdateRotation(Quaternion rot)
{
if ((rot.X != RotationOffset.X) ||
(rot.Y != RotationOffset.Y) ||
(rot.Z != RotationOffset.Z) ||
(rot.W != RotationOffset.W))
{
//StoreUndoState();
RotationOffset = rot;
ParentGroup.HasGroupChanged = true;
ScheduleTerseUpdate();
}
}
///
/// Update the shape of this part.
///
///
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;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
// This is what makes vehicle trailers work
// A script in a child prim re-issues
// llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
// prevents autoreturn. This is not well known. It also works
// in SL.
//
if (ParentGroup.RootPart != this)
ParentGroup.RootPart.Rezzed = DateTime.Now;
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
// not handling RGBA properly. Cycles through, and "fixes" the color
// info
public void UpdateTexture(Primitive.TextureEntry tex)
{
//Color4 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.GetBytes());
}
///
/// Update the texture entry for this part.
///
///
public void UpdateTextureEntry(byte[] textureEntry)
{
m_shape.TextureEntry = textureEntry;
TriggerScriptChangedEvent(Changed.TEXTURE);
ParentGroup.HasGroupChanged = true;
//This is madness..
//ParentGroup.ScheduleGroupForFullUpdate();
//This is sparta
ScheduleFullUpdate();
}
public void aggregateScriptEvents()
{
AggregateScriptEvents = 0;
// Aggregate script events
lock (m_scriptEvents)
{
foreach (scriptEvents s in m_scriptEvents.Values)
{
AggregateScriptEvents |= s;
}
}
uint objectflagupdate = 0;
if (
((AggregateScriptEvents & scriptEvents.touch) != 0) ||
((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
((AggregateScriptEvents & scriptEvents.touch_start) != 0)
)
{
objectflagupdate |= (uint) PrimFlags.Touch;
}
if ((AggregateScriptEvents & scriptEvents.money) != 0)
{
objectflagupdate |= (uint) PrimFlags.Money;
}
if (AllowedDrop)
{
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
(CollisionSound != UUID.Zero)
)
{
// subscribe to physics updates.
if (PhysActor != null)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
}
}
else
{
if (PhysActor != null)
{
PhysActor.UnSubscribeEvents();
PhysActor.OnCollisionUpdate -= PhysicsCollision;
}
}
if (m_parentGroup == null)
{
ScheduleFullUpdate();
return;
}
if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
{
m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
}
else
{
m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
}
LocalFlags=(PrimFlags)objectflagupdate;
if (m_parentGroup != null && m_parentGroup.RootPart == this)
m_parentGroup.aggregateScriptEvents();
else
ScheduleFullUpdate();
}
public int registerTargetWaypoint(Vector3 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);
}
}
public void SetCameraAtOffset(Vector3 v)
{
m_cameraAtOffset = v;
}
public void SetCameraEyeOffset(Vector3 v)
{
m_cameraEyeOffset = v;
}
public void SetForceMouselook(bool force)
{
m_forceMouselook = force;
}
public Vector3 GetCameraAtOffset()
{
return m_cameraAtOffset;
}
public Vector3 GetCameraEyeOffset()
{
return m_cameraEyeOffset;
}
public bool GetForceMouselook()
{
return m_forceMouselook;
}
public override string ToString()
{
return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
}
#endregion Public Methods
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
if (ParentGroup == null || ParentGroup.IsDeleted)
return;
Vector3 lPos = OffsetPosition;
byte state = Shape.State;
if (IsAttachment)
{
if (ParentGroup.RootPart != this)
return;
lPos = ParentGroup.RootPart.AttachedPos;
state = (byte)AttachmentPoint;
}
else
{
if (ParentGroup.RootPart == this)
lPos = AbsolutePosition;
}
remoteClient.SendPrimTerseUpdate(m_regionHandle,
(ushort)(m_parentGroup.GetTimeDilation() *
(float)ushort.MaxValue), LocalId, lPos,
RotationOffset, Velocity,
RotationalVelocity, state, FromAssetID,
OwnerID, (int)AttachmentPoint);
}
public void AddScriptLPS(int count)
{
m_parentGroup.AddScriptLPS(count);
}
public void ApplyNextOwnerPermissions()
{
_baseMask &= _nextOwnerMask;
_ownerMask &= _nextOwnerMask;
_everyoneMask &= _nextOwnerMask;
Inventory.ApplyNextOwnerPermissions();
}
}
}