/* * 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.Error("[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) { // commented out for sculpt map caching test - null could mean a cached sculpt map has been found //if (texture != null) { 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(); } } }