* Fixed it so you can do a lot more llDetected* methods in many additional situations and have it work.

* script Collision reporting works now in DotNetEngine
This commit is contained in:
Teravus Ovares
2008-06-08 22:53:52 +00:00
parent c53892aa90
commit 6ecb7c05b3
4 changed files with 325 additions and 119 deletions

View File

@@ -121,7 +121,33 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2 = new LSL_Types.key[1];
detstruct._string = new string[1];
detstruct._Vector3 = new LSL_Types.Vector3[1];
detstruct._Vector32 = new LSL_Types.Vector3[1];
detstruct._Quaternion = new LSL_Types.Quaternion[1];
detstruct._int = new int[1];
ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
if (av != null)
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x,av.Rotation.y,av.Rotation.z,av.Rotation.w);
detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X,av.AbsolutePosition.Y,av.AbsolutePosition.Z);
detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z);
}
else
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_start", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
}
@@ -130,7 +156,33 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
// Add to queue for all scripts in ObjectID object
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._key = new LSL_Types.key[1];
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2 = new LSL_Types.key[1];
detstruct._string = new string[1];
detstruct._Vector3 = new LSL_Types.Vector3[1];
detstruct._Vector32 = new LSL_Types.Vector3[1];
detstruct._Quaternion = new LSL_Types.Quaternion[1];
detstruct._int = new int[1];
ScenePresence av = myScriptEngine.World.GetScenePresence(remoteClient.AgentId);
if (av != null)
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(av.Rotation.x, av.Rotation.y, av.Rotation.z, av.Rotation.w);
detstruct._Vector3[0] = new LSL_Types.Vector3(av.AbsolutePosition.X, av.AbsolutePosition.Y, av.AbsolutePosition.Z);
detstruct._Vector32[0] = new LSL_Types.Vector3(av.Velocity.X, av.Velocity.Y, av.Velocity.Z);
}
else
{
detstruct._key[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._key2[0] = new LSL_Types.key(remoteClient.AgentId.ToString());
detstruct._string[0] = remoteClient.Name;
detstruct._int[0] = 0;
detstruct._Quaternion[0] = new LSL_Types.Quaternion(0, 0, 0, 1);
detstruct._Vector3[0] = new LSL_Types.Vector3(0, 0, 0);
detstruct._Vector32[0] = new LSL_Types.Vector3(0, 0, 0);
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "touch_end", detstruct, new object[] { new LSL_Types.LSLInteger(1) });
}
@@ -184,6 +236,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
@@ -192,6 +245,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
@@ -211,6 +265,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
@@ -219,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;
@@ -236,6 +292,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
detstruct._Quaternion = new LSL_Types.Quaternion[col.Colliders.Count];
detstruct._int = new int[col.Colliders.Count];
detstruct._key = new LSL_Types.key[col.Colliders.Count];
detstruct._key2 = new LSL_Types.key[col.Colliders.Count];
detstruct._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
@@ -244,6 +301,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.ToString());
detstruct._key2[i] = new LSL_Types.key(detobj.ownerUUID.ToString());
detstruct._Quaternion[i] = new LSL_Types.Quaternion(detobj.rotQuat.X, detobj.rotQuat.Y, detobj.rotQuat.Z, detobj.rotQuat.W);
detstruct._string[i] = detobj.nameStr;
detstruct._int[i] = detobj.colliderType;

View File

@@ -153,7 +153,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
// More or less just a placeholder for the actual moving of additional data
// should be fixed to something better :)
public LSL_Types.key[] _key;
public LSL_Types.key[] _key; // detected key
public LSL_Types.key[] _key2; // ownerkey
public LSL_Types.Quaternion[] _Quaternion;
public LSL_Types.Vector3[] _Vector3; // Pos
public LSL_Types.Vector3[] _Vector32; // Vel