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249 lines
7.3 KiB
C#
249 lines
7.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using libsecondlife;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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public class OSSL_BuilIn_Commands : LSL_BuiltIn_Commands, OSSL_BuilIn_Commands_Interface
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{
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public OSSL_BuilIn_Commands(ScriptEngineBase.ScriptEngine scriptEngine, SceneObjectPart host, uint localID,
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LLUUID itemID)
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: base(scriptEngine, host, localID, itemID)
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{
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Prim = new OSSLPrim(this);
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}
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public OSSLPrim Prim;
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[Serializable]
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public class OSSLPrim
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{
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internal OSSL_BuilIn_Commands OSSL;
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public OSSLPrim(OSSL_BuilIn_Commands bc)
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{
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OSSL = bc;
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Position = new OSSLPrim_Position(this);
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Rotation = new OSSLPrim_Rotation(this);
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}
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public OSSLPrim_Position Position;
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public OSSLPrim_Rotation Rotation;
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//public LSL_Types.Vector3 Position
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//{
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// get { return OSSL.llGetPos(); }
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// set { OSSL.llSetPos(value); }
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//}
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//public LSL_Types.Quaternion Rotation
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//{
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// get { return OSSL.llGetRot(); }
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// set { OSSL.llSetRot(value); }
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//}
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private TextStruct _text;
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public TextStruct Text
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{
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get { return _text; }
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set
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{
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_text = value;
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OSSL.llSetText(_text.Text, _text.color, _text.alpha);
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}
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}
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[Serializable]
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public struct TextStruct
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{
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public string Text;
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public LSL_Types.Vector3 color;
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public double alpha;
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}
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}
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[Serializable]
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public class OSSLPrim_Position
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{
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private OSSLPrim prim;
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private LSL_Types.Vector3 Position;
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public OSSLPrim_Position(OSSLPrim _prim)
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{
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prim = _prim;
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}
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private void Load()
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{
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Position = prim.OSSL.llGetPos();
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}
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private void Save()
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{
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if (Position.x > 255)
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Position.x = 255;
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if (Position.x < 0)
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Position.x = 0;
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if (Position.y > 255)
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Position.y = 255;
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if (Position.y < 0)
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Position.y = 0;
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if (Position.z > 768)
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Position.z = 768;
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if (Position.z < 0)
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Position.z = 0;
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prim.OSSL.llSetPos(Position);
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}
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public double x
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{
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get
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{
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Load();
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return Position.x;
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}
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set
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{
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Load();
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Position.x = value;
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Save();
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}
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}
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public double y
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{
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get
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{
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Load();
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return Position.y;
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}
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set
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{
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Load();
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Position.y = value;
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Save();
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}
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}
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public double z
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{
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get
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{
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Load();
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return Position.z;
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}
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set
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{
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Load();
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Position.z = value;
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Save();
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}
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}
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}
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[Serializable]
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public class OSSLPrim_Rotation
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{
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private OSSLPrim prim;
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private LSL_Types.Quaternion Rotation;
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public OSSLPrim_Rotation(OSSLPrim _prim)
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{
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prim = _prim;
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}
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private void Load()
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{
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Rotation = prim.OSSL.llGetRot();
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}
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private void Save()
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{
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prim.OSSL.llSetRot(Rotation);
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}
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public double x
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{
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get
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{
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Load();
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return Rotation.x;
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}
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set
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{
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Load();
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Rotation.x = value;
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Save();
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}
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}
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public double y
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{
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get
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{
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Load();
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return Rotation.y;
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}
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set
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{
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Load();
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Rotation.y = value;
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Save();
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}
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}
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public double z
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{
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get
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{
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Load();
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return Rotation.z;
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}
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set
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{
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Load();
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Rotation.z = value;
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Save();
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}
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}
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public double s
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{
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get
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{
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Load();
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return Rotation.s;
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}
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set
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{
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Load();
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Rotation.s = value;
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Save();
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}
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}
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}
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//public struct OSSLPrim_Rotation
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//{
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// public double X;
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// public double Y;
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// public double Z;
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// public double R;
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//}
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}
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}
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