* This sends collision events to the script engine.

* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher...  so llDetected functions don't work with collision events at the moment....
This commit is contained in:
Teravus Ovares
2008-06-05 13:24:59 +00:00
parent 622cd3db8b
commit e12baa5eb3
7 changed files with 402 additions and 28 deletions

View File

@@ -26,9 +26,12 @@
*/
using System;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney;
using OpenSim.Region.Environment;
using OpenSim.Region;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
@@ -74,6 +77,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
myScriptEngine.World.EventManager.OnScriptAtTargetEvent += at_target;
myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
myScriptEngine.World.EventManager.OnScriptControlEvent += control;
myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
myScriptEngine.World.EventManager.OnScriptColliding += collision;
myScriptEngine.World.EventManager.OnScriptCollidingEnd += collision_end;
// TODO: HOOK ALL EVENTS UP TO SERVER!
IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
@@ -171,19 +177,82 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "touch_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
}
public void collision_start(uint localID, LLUUID itemID)
public void collision_start(uint localID, ColliderArgs col)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_start", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
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._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.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;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_start", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void collision(uint localID, LLUUID itemID)
public void collision(uint localID, ColliderArgs col)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
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._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.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;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision", detstruct, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void collision_end(uint localID, LLUUID itemID)
public void collision_end(uint localID, ColliderArgs col)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(1) });
EventQueueManager.Queue_llDetectParams_Struct detstruct = new EventQueueManager.Queue_llDetectParams_Struct();
detstruct._string = new string[col.Colliders.Count];
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._Vector3 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._Vector32 = new LSL_Types.Vector3[col.Colliders.Count];
detstruct._bool = new bool[col.Colliders.Count];
int i = 0;
foreach (DetectedObject detobj in col.Colliders)
{
detstruct._key[i] = new LSL_Types.key(detobj.keyUUID.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;
detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
i++;
}
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });
}
public void land_collision_start(uint localID, LLUUID itemID)
@@ -191,9 +260,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision_start", EventQueueManager.llDetectNull);
}
public void land_collision(uint localID, LLUUID itemID)
public void land_collision(uint localID, ColliderArgs col)
{
myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "land_collision", EventQueueManager.llDetectNull);
myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "land_collision", EventQueueManager.llDetectNull);
}
public void land_collision_end(uint localID, LLUUID itemID)

View File

@@ -155,7 +155,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
// should be fixed to something better :)
public LSL_Types.key[] _key;
public LSL_Types.Quaternion[] _Quaternion;
public LSL_Types.Vector3[] _Vector3;
public LSL_Types.Vector3[] _Vector3; // Pos
public LSL_Types.Vector3[] _Vector32; // Vel
public bool[] _bool;
public int[] _int;
public string[] _string;