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"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done." Thank you, Melanie!
122 lines
3.8 KiB
C#
122 lines
3.8 KiB
C#
using System;
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using System.IO;
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using System.Threading;
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using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.ScriptEngine.Shared
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{
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public class DetectParams
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{
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public DetectParams()
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{
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Key = LLUUID.Zero;
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OffsetPos = new LSL_Types.Vector3();
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LinkNum = 0;
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Group = LLUUID.Zero;
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Name = String.Empty;
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Owner = LLUUID.Zero;
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Position = new LSL_Types.Vector3();
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Rotation = new LSL_Types.Quaternion();
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Type = 0;
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Velocity = new LSL_Types.Vector3();
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}
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public LLUUID Key;
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public LSL_Types.Vector3 OffsetPos;
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public int LinkNum;
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public LLUUID Group;
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public string Name;
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public LLUUID Owner;
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public LSL_Types.Vector3 Position;
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public LSL_Types.Quaternion Rotation;
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public int Type;
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public LSL_Types.Vector3 Velocity;
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public void Populate(Scene scene)
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{
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SceneObjectPart part = scene.GetSceneObjectPart(Key);
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if (part == null) // Avatar, maybe?
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{
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ScenePresence presence = scene.GetScenePresence(Key);
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if (presence == null)
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return;
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Name = presence.Firstname + " " + presence.Lastname;
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Owner = Key;
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Position = new LSL_Types.Vector3(
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presence.AbsolutePosition.X,
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presence.AbsolutePosition.X,
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presence.AbsolutePosition.Z);
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Rotation = new LSL_Types.Quaternion(
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presence.Rotation.x,
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presence.Rotation.y,
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presence.Rotation.z,
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presence.Rotation.w);
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Velocity = new LSL_Types.Vector3(
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presence.Velocity.X,
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presence.Velocity.X,
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presence.Velocity.Z);
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Type = 0x01; // Avatar
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if (presence.Velocity != LLVector3.Zero)
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Type |= 0x02; // Active
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Group = presence.ControllingClient.ActiveGroupId;
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return;
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}
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part=part.ParentGroup.RootPart; // We detect objects only
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LinkNum = 0; // Not relevant
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Group = part.GroupID;
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Name = part.Name;
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Owner = part.OwnerID;
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if (part.Velocity == LLVector3.Zero)
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Type = 0x04; // Passive
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else
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Type = 0x02; // Passive
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foreach (SceneObjectPart p in part.ParentGroup.Children.Values)
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{
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if (p.ContainsScripts())
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{
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Type |= 0x08; // Scripted
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break;
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}
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}
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Position = new LSL_Types.Vector3(part.AbsolutePosition.X,
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part.AbsolutePosition.Y,
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part.AbsolutePosition.Z);
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LLQuaternion wr = part.GetWorldRotation();
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Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
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Velocity = new LSL_Types.Vector3(part.Velocity.X,
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part.Velocity.Y,
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part.Velocity.Z);
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}
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}
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public class EventParams
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{
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public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams)
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{
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EventName=eventName;
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Params=eventParams;
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DetectParams=detectParams;
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}
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public string EventName;
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public Object[] Params;
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public DetectParams[] DetectParams;
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}
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}
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