コード例 #1
0
        public void botSetMap(string keyOfBot, LSL_List positions, LSL_List movementType, LSL_Integer flags)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "botSetMap", m_host, "bot", m_itemID))
            {
                return;
            }
            List <Vector3> PositionsMap = new List <Vector3>();

            for (int i = 0; i < positions.Length; i++)
            {
                LSL_Vector pos = positions.GetVector3Item(i);
                PositionsMap.Add(new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
            }
            List <TravelMode> TravelMap = new List <TravelMode>();

            for (int i = 0; i < movementType.Length; i++)
            {
                LSL_Integer travel = movementType.GetLSLIntegerItem(i);
                TravelMap.Add((TravelMode)travel.value);
            }

            IBotManager manager = World.RequestModuleInterface <IBotManager>();

            if (manager != null)
            {
                manager.SetBotMap(UUID.Parse(keyOfBot), PositionsMap, TravelMap, flags.value, m_host.OwnerID);
            }
        }
コード例 #2
0
ファイル: Bot_API.cs プロジェクト: kow/Aurora-Sim
        public void botSetMap(string keyOfBot, LSL_List positions, LSL_List movementType)
        {
            List <Vector3> PositionsMap = new List <Vector3>();

            for (int i = 0; i < positions.Length; i++)
            {
                LSL_Vector pos = positions.GetVector3Item(i);
                PositionsMap.Add(new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
            }
            List <TravelMode> TravelMap = new List <TravelMode>();

            for (int i = 0; i < movementType.Length; i++)
            {
                LSL_Integer travel = movementType.GetLSLIntegerItem(i);
                TravelMap.Add((TravelMode)travel.value);
            }

            IBotManager manager = World.RequestModuleInterface <IBotManager>();

            if (manager != null)
            {
                manager.SetBotMap(UUID.Parse(keyOfBot), PositionsMap, TravelMap);
            }
        }
コード例 #3
0
ファイル: AA_API.cs プロジェクト: savino1976/Aurora-Sim
 public void aaSetEnv(LSL_String name, LSL_List value)
 {
     if (name == ScriptBaseClass.ENABLE_GRAVITY)
     {
         LSL_Integer enabled = value.GetLSLIntegerItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(enabled == 1, grav[0], grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_X)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, (float) f.value, grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Y)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], (float) f.value, grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Z)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], grav[1], (float) f.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_POINT)
     {
         LSL_Vector pos = value.GetVector3Item(0);
         LSL_Float gravForce = value.GetLSLFloatItem(1);
         LSL_Float radius = value.GetLSLFloatItem(2);
         LSL_Integer ident = value.GetLSLIntegerItem(3);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(false,
                                                                new Vector3((float) pos.x, (float) pos.y,
                                                                            (float) pos.z),
                                                                0, 0, 0, (float) gravForce.value,
                                                                (float) radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_FORCE)
     {
         LSL_Vector pos = value.GetVector3Item(0);
         LSL_Float xForce = value.GetLSLFloatItem(1);
         LSL_Float yForce = value.GetLSLFloatItem(2);
         LSL_Float zForce = value.GetLSLFloatItem(3);
         LSL_Float radius = value.GetLSLFloatItem(4);
         LSL_Integer ident = value.GetLSLIntegerItem(5);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(true,
                                                                new Vector3((float) pos.x, (float) pos.y,
                                                                            (float) pos.z),
                                                                (float) xForce, (float) yForce, (float) zForce, 0,
                                                                (float) radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StartSavingPhysicsTimeReversalStates();
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StopSavingPhysicsTimeReversalStates();
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StartPhysicsTimeReversal();
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StopPhysicsTimeReversal();
     }
 }
コード例 #4
0
ファイル: LSL_Api.cs プロジェクト: mugginsm/Aurora-Sim
        protected void SetPrimParams(ISceneEntity part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                if (code == (int)ScriptBaseClass.PRIM_NAME)
                {
                    if (remain < 1)
                        return;

                    string name = rules.Data[idx++].ToString();
                    if (part is SceneObjectPart)
                        (part as SceneObjectPart).Name = name;
                }

                else if (code == (int)ScriptBaseClass.PRIM_DESC)
                {
                    if (remain < 1)
                        return;

                    string desc = rules.Data[idx++].ToString();
                    if (part is SceneObjectPart)
                        (part as SceneObjectPart).Description = desc;
                }

                else if (code == (int)ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    if (remain < 1)
                        return;
                    LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                    if (part is SceneObjectPart)
                        SetRot((part as SceneObjectPart), Rot2Quaternion(lr));
                }

                else if (code == (int)ScriptBaseClass.PRIM_POSITION)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is SceneObjectPart)
                        SetPos(part as SceneObjectPart, v);
                    else if (part is ScenePresence)
                    {
                        (part as ScenePresence).OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
                        (part as ScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int)ScriptBaseClass.PRIM_SIZE)
                {
                    if (remain < 1)
                        return;


                    v = rules.GetVector3Item(idx++);
                    if (part is SceneObjectPart)
                        SetScale(part as SceneObjectPart, v);

                }
                else if (code == (int)ScriptBaseClass.PRIM_ROTATION)
                {
                    if (remain < 1)
                        return;

                    if (part is SceneObjectPart) { }
                    else return;

                    LSL_Rotation q = rules.GetQuaternionItem(idx++);
                    // try to let this work as in SL...
                    if ((part as SceneObjectPart).ParentID == 0)
                    {
                        // special case: If we are root, rotate complete SOG to new rotation
                        SetRot(part as SceneObjectPart, Rot2Quaternion(q));
                    }
                    else
                    {
                        // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                        SceneObjectGroup group = (part as SceneObjectPart).ParentGroup;
                        if (group != null) // a bit paranoid, maybe
                        {
                            SceneObjectPart rootPart = group.RootPart;
                            if (rootPart != null) // again, better safe than sorry
                            {
                                SetRot((part as SceneObjectPart), rootPart.RotationOffset * Rot2Quaternion(q));
                            }
                        }
                    }

                }

                else if (code == (int)ScriptBaseClass.PRIM_TYPE)
                {
                    if (remain < 3)
                        return;

                    if (part is SceneObjectPart) { }
                    else
                        return;

                    code = (int)rules.GetLSLIntegerItem(idx++);

                    remain = rules.Length - idx;
                    float hollow;
                    LSL_Vector twist;
                    LSL_Vector taper_b;
                    LSL_Vector topshear;
                    float revolutions;
                    float radiusoffset;
                    float skew;
                    LSL_Vector holesize;
                    LSL_Vector profilecut;

                    if (code == (int)ScriptBaseClass.PRIM_TYPE_BOX)
                    {
                        if (remain < 6)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++);
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);

                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Straight;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, taper_b, topshear, 1);

                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_CYLINDER)
                    {
                        if (remain < 6)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        (part as SceneObjectPart).Shape.ProfileShape = ProfileShape.Circle;
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Straight;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, taper_b, topshear, 0);

                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_PRISM)
                    {
                        if (remain < 6)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Straight;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, taper_b, topshear, 3);

                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_SPHERE)
                    {
                        if (remain < 5)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // dimple
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, taper_b, 5);

                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_TORUS)
                    {
                        if (remain < 11)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float)rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                        skew = (float)rules.GetLSLFloatItem(idx++);
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 0);
                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_TUBE)
                    {
                        if (remain < 11)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float)rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                        skew = (float)rules.GetLSLFloatItem(idx++);
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 1);
                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_RING)
                    {
                        if (remain < 11)
                            return;

                        face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float)rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float)rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float)rules.GetLSLFloatItem(idx++);
                        skew = (float)rules.GetLSLFloatItem(idx++);
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as SceneObjectPart), face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 3);
                    }

                    else if (code == (int)ScriptBaseClass.PRIM_TYPE_SCULPT)
                    {
                        if (remain < 2)
                            return;

                        string map = rules.Data[idx++].ToString();
                        face = (int)rules.GetLSLIntegerItem(idx++); // type
                        (part as SceneObjectPart).Shape.PathCurve = (byte)Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as SceneObjectPart), map, face);
                    }
                }

                else if (code == (int)ScriptBaseClass.PRIM_TEXTURE)
                {
                    if (remain < 5)
                        return;
                    if (part is SceneObjectPart) { }
                    else
                        return;
                    face = (int)rules.GetLSLIntegerItem(idx++);
                    string tex = rules.Data[idx++].ToString();
                    LSL_Vector repeats = rules.GetVector3Item(idx++);
                    LSL_Vector offsets = rules.GetVector3Item(idx++);
                    double rotation = (double)rules.GetLSLFloatItem(idx++);

                    SetTexture((part as SceneObjectPart), tex, face);
                    ScaleTexture((part as SceneObjectPart), repeats.x, repeats.y, face);
                    OffsetTexture((part as SceneObjectPart), offsets.x, offsets.y, face);
                    RotateTexture((part as SceneObjectPart), rotation, face);

                }

                else if (code == (int)ScriptBaseClass.PRIM_COLOR)
                {
                    if (remain < 3)
                        return;
                    if (part is SceneObjectPart) { }
                    else
                        return;
                    face = (int)rules.GetLSLIntegerItem(idx++);
                    LSL_Vector color = rules.GetVector3Item(idx++);
                    double alpha = (double)rules.GetLSLFloatItem(idx++);

                    (part as SceneObjectPart).SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
                    SetAlpha((part as SceneObjectPart), alpha, face);

                }

                else if (code == (int)ScriptBaseClass.PRIM_FLEXIBLE)
                {
                    if (remain < 7)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    bool flexi = rules.GetLSLIntegerItem(idx++);
                    int softness = rules.GetLSLIntegerItem(idx++);
                    float gravity = (float)rules.GetLSLFloatItem(idx++);
                    float friction = (float)rules.GetLSLFloatItem(idx++);
                    float wind = (float)rules.GetLSLFloatItem(idx++);
                    float tension = (float)rules.GetLSLFloatItem(idx++);
                    LSL_Vector force = rules.GetVector3Item(idx++);

                    SetFlexi((part as SceneObjectPart), flexi, softness, gravity, friction, wind, tension, force);
                }
                else if (code == (int)ScriptBaseClass.PRIM_POINT_LIGHT)
                {
                    if (remain < 5)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    bool light = rules.GetLSLIntegerItem(idx++);
                    LSL_Vector lightcolor = rules.GetVector3Item(idx++);
                    float intensity = (float)rules.GetLSLFloatItem(idx++);
                    float radius = (float)rules.GetLSLFloatItem(idx++);
                    float falloff = (float)rules.GetLSLFloatItem(idx++);

                    SetPointLight((part as SceneObjectPart), light, lightcolor, intensity, radius, falloff);

                }

                else if (code == (int)ScriptBaseClass.PRIM_GLOW)
                {
                    if (remain < 2)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    float glow = (float)rules.GetLSLFloatItem(idx++);

                    SetGlow((part as SceneObjectPart), face, glow);

                }
                else if (code == (int)ScriptBaseClass.PRIM_BUMP_SHINY)
                {
                    if (remain < 3)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    face = (int)rules.GetLSLIntegerItem(idx++);
                    int shiny = (int)rules.GetLSLIntegerItem(idx++);
                    Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));

                    SetShiny((part as SceneObjectPart), face, shiny, bump);

                }
                else if (code == (int)ScriptBaseClass.PRIM_FULLBRIGHT)
                {
                    if (remain < 2)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    bool st = rules.GetLSLIntegerItem(idx++);
                    SetFullBright((part as SceneObjectPart), face, st);
                }

                else if (code == (int)ScriptBaseClass.PRIM_MATERIAL)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    int mat = rules.GetLSLIntegerItem(idx++);
                    if (mat < 0 || mat > 7)
                        return;

                    (part as SceneObjectPart).Material = Convert.ToByte(mat);
                }
                else if (code == (int)ScriptBaseClass.PRIM_PHANTOM)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string ph = rules.Data[idx++].ToString();
                    bool phantom;

                    if (ph.Equals("1"))
                        phantom = true;
                    else
                        phantom = false;

                    (part as SceneObjectPart).ScriptSetPhantomStatus(phantom);
                }
                else if (code == (int)ScriptBaseClass.PRIM_PHYSICS)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string phy = rules.Data[idx++].ToString();
                    bool physics;

                    if (phy.Equals("1"))
                        physics = true;
                    else
                        physics = false;

                    (part as SceneObjectPart).ScriptSetPhysicsStatus(physics);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEMP_ON_REZ)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string temp = rules.Data[idx++].ToString();
                    bool tempOnRez;

                    if (temp.Equals("1"))
                        tempOnRez = true;
                    else
                        tempOnRez = false;

                    (part as SceneObjectPart).ScriptSetTemporaryStatus(tempOnRez);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEXGEN)
                {
                    if (remain < 2)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    //face,type
                    face = rules.GetLSLIntegerItem(idx++);
                    int style = rules.GetLSLIntegerItem(idx++);
                    SetTexGen((part as SceneObjectPart), face, style);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEXT)
                {
                    if (remain < 3)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string primText = rules.GetLSLStringItem(idx++);
                    LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                    LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                    Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
                                  Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
                                  Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
                    (part as SceneObjectPart).SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));

                }
            }
        }
コード例 #5
0
ファイル: LSL_Api.cs プロジェクト: mugginsm/Aurora-Sim
        private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
        {
            if (rules.Length == 0)
            {
                part.RemoveParticleSystem();
                part.ParentGroup.HasGroupChanged = true;
            }
            else
            {
                Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
                LSL_Vector tempv = new LSL_Vector();

                float tempf = 0;

                for (int i = 0; i < rules.Length; i += 2)
                {
                    LSL_Integer rule = rules.GetLSLIntegerItem(i);
                    if (rule == (int)ScriptBaseClass.PSYS_PART_FLAGS)
                    {
                        prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_COLOR)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartStartColor.R = (float)tempv.x;
                        prules.PartStartColor.G = (float)tempv.y;
                        prules.PartStartColor.B = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_ALPHA)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartStartColor.A = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_COLOR)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartEndColor.R = (float)tempv.x;
                        prules.PartEndColor.G = (float)tempv.y;
                        prules.PartEndColor.B = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_ALPHA)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartEndColor.A = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_SCALE)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartStartScaleX = (float)tempv.x;
                        prules.PartStartScaleY = (float)tempv.y;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_SCALE)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartEndScaleX = (float)tempv.x;
                        prules.PartEndScaleY = (float)tempv.y;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_MAX_AGE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartMaxAge = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_ACCEL)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartAcceleration.X = (float)tempv.x;
                        prules.PartAcceleration.Y = (float)tempv.y;
                        prules.PartAcceleration.Z = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_PATTERN)
                    {
                        int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
                        prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
                    }

                    // PSYS_SRC_INNERANGLE and PSYS_SRC_ANGLE_BEGIN use the same variables. The
                    // PSYS_SRC_OUTERANGLE and PSYS_SRC_ANGLE_END also use the same variable. The
                    // client tells the difference between the two by looking at the 0x02 bit in
                    // the PartFlags variable.
                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_INNERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.InnerAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.OuterAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_TEXTURE)
                    {
                        prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_RATE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstRate = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_PART_COUNT)
                    {
                        prules.BurstPartCount = (byte)(int)rules.GetLSLIntegerItem(i + 1);
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_RADIUS)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstRadius = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MIN)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstSpeedMin = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MAX)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstSpeedMax = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_MAX_AGE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.MaxAge = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_TARGET_KEY)
                    {
                        UUID key = UUID.Zero;
                        if (UUID.TryParse(rules.Data[i + 1].ToString(), out key))
                        {
                            prules.Target = key;
                        }
                        else
                        {
                            prules.Target = part.UUID;
                        }
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_OMEGA)
                    {
                        // AL: This is an assumption, since it is the only thing that would match.
                        tempv = rules.GetVector3Item(i + 1);
                        prules.AngularVelocity.X = (float)tempv.x;
                        prules.AngularVelocity.Y = (float)tempv.y;
                        prules.AngularVelocity.Z = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_ANGLE_BEGIN)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.InnerAngle = (float)tempf;
                        prules.PartFlags |= 0x02; // Set new angle format.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_ANGLE_END)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.OuterAngle = (float)tempf;
                        prules.PartFlags |= 0x02; // Set new angle format.
                    }
                }
                prules.CRC = 1;

                part.AddNewParticleSystem(prules);
                part.ParentGroup.HasGroupChanged = true;
            }
            part.ScheduleUpdate(PrimUpdateFlags.Particles);
        }
コード例 #6
0
        public void botSetMap(string keyOfBot, LSL_List positions, LSL_List movementType, LSL_Integer flags)
        {
            ScriptProtection.CheckThreatLevel (ThreatLevel.Moderate, "botSetMap", m_host, "bot");
            List<Vector3> PositionsMap = new List<Vector3>();
            for(int i = 0; i < positions.Length; i++)
            {
                LSL_Vector pos = positions.GetVector3Item(i);
                PositionsMap.Add(new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
            }
            List<TravelMode> TravelMap = new List<TravelMode>();
            for(int i = 0; i < movementType.Length; i++)
            {
                LSL_Integer travel = movementType.GetLSLIntegerItem(i);
                TravelMap.Add((TravelMode)travel.value);
            }

            IBotManager manager = World.RequestModuleInterface<IBotManager>();
            if (manager != null)
                manager.SetBotMap(UUID.Parse(keyOfBot), PositionsMap, TravelMap, flags.value);
        }
コード例 #7
0
ファイル: LSL_Api.cs プロジェクト: velus/Async-Sim-Testing
        protected void SetPrimParams(IEntity part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                if (code == (int) ScriptBaseClass.PRIM_NAME)
                {
                    if (remain < 1)
                        return;

                    string name = rules.Data[idx++].ToString();
                    if (part is ISceneChildEntity)
                        (part as ISceneChildEntity).Name = name;
                }

                else if (code == (int) ScriptBaseClass.PRIM_DESC)
                {
                    if (remain < 1)
                        return;

                    string desc = rules.Data[idx++].ToString();
                    if (part is ISceneChildEntity)
                        (part as ISceneChildEntity).Description = desc;
                }

                else if (code == (int) ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    if (remain < 1)
                        return;
                    LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                    if (part is ISceneChildEntity)
                        SetRot((part as ISceneChildEntity), Rot2Quaternion(lr));
                }

                else if (code == (int) ScriptBaseClass.PRIM_POSITION)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                        SetPos(part as ISceneChildEntity, v, true);
                    else if (part is IScenePresence)
                    {
                        (part as IScenePresence).OffsetPosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                        (part as IScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int) ScriptBaseClass.PRIM_POS_LOCAL)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                    {
                        if (((ISceneChildEntity) part).ParentID != 0)
                            ((ISceneChildEntity) part).OffsetPosition = new Vector3((float) v.x, (float) v.y,
                                                                                    (float) v.z);
                        else
                            part.AbsolutePosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                    }
                    else if (part is IScenePresence)
                    {
                        (part as IScenePresence).OffsetPosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                        (part as IScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int) ScriptBaseClass.PRIM_SIZE)
                {
                    if (remain < 1)
                        return;


                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                        SetScale(part as ISceneChildEntity, v);
                }
                else if (code == (int) ScriptBaseClass.PRIM_ROTATION)
                {
                    if (remain < 1)
                        return;

                    LSL_Rotation q = rules.GetQuaternionItem(idx++);
                    if (part is ISceneChildEntity)
                    {
                        // try to let this work as in SL...
                        if ((part as ISceneChildEntity).ParentID == 0)
                        {
                            // special case: If we are root, rotate complete SOG to new rotation
                            SetRot(part as ISceneChildEntity, Rot2Quaternion(q));
                        }
                        else
                        {
                            // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                            ISceneEntity group = (part as ISceneChildEntity).ParentEntity;
                            if (group != null) // a bit paranoid, maybe
                            {
                                ISceneChildEntity rootPart = group.RootChild;
                                if (rootPart != null) // again, better safe than sorry
                                {
                                    SetRot((part as ISceneChildEntity), rootPart.GetRotationOffset()*Rot2Quaternion(q));
                                }
                            }
                        }
                    }
                    else if (part is IScenePresence)
                    {
                        IScenePresence sp = (IScenePresence) part;
                        ISceneChildEntity childObj = sp.Scene.GetSceneObjectPart(sp.SittingOnUUID);
                        if (childObj != null)
                        {
                            sp.Rotation = childObj.ParentEntity.GroupRotation*Rot2Quaternion(q);
                            sp.SendTerseUpdateToAllClients();
                        }
                    }
                }

                else if (code == (int) ScriptBaseClass.PRIM_TYPE)
                {
                    if (remain < 3)
                        return;

                    if (part is ISceneChildEntity)
                    {
                    }
                    else
                        return;

                    code = rules.GetLSLIntegerItem(idx++);

                    remain = rules.Length - idx;
                    float hollow;
                    LSL_Vector twist;
                    LSL_Vector taper_b;
                    LSL_Vector topshear;
                    float revolutions;
                    float radiusoffset;
                    float skew;
                    LSL_Vector holesize;
                    LSL_Vector profilecut;

                    if (code == (int) ScriptBaseClass.PRIM_TYPE_BOX)
                    {
                        if (remain < 6)
                            return;

                        face = rules.GetLSLIntegerItem(idx++);
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);

                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Straight;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, taper_b, topshear,
                                                1);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_CYLINDER)
                    {
                        if (remain < 6)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        (part as ISceneChildEntity).Shape.ProfileShape = ProfileShape.Circle;
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Straight;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, taper_b, topshear,
                                                0);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_PRISM)
                    {
                        if (remain < 6)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Straight;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, taper_b, topshear,
                                                3);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_SPHERE)
                    {
                        if (remain < 5)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); // cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // dimple
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, taper_b, 5);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_TORUS)
                    {
                        if (remain < 11)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float) rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float) rules.GetLSLFloatItem(idx++);
                        skew = (float) rules.GetLSLFloatItem(idx++);
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, holesize, topshear,
                                                profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 0);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_TUBE)
                    {
                        if (remain < 11)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float) rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float) rules.GetLSLFloatItem(idx++);
                        skew = (float) rules.GetLSLFloatItem(idx++);
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, holesize, topshear,
                                                profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 1);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_RING)
                    {
                        if (remain < 11)
                            return;

                        face = rules.GetLSLIntegerItem(idx++); // holeshape
                        v = rules.GetVector3Item(idx++); //cut
                        hollow = (float) rules.GetLSLFloatItem(idx++);
                        twist = rules.GetVector3Item(idx++);
                        holesize = rules.GetVector3Item(idx++);
                        topshear = rules.GetVector3Item(idx++);
                        profilecut = rules.GetVector3Item(idx++);
                        taper_b = rules.GetVector3Item(idx++); // taper_a
                        revolutions = (float) rules.GetLSLFloatItem(idx++);
                        radiusoffset = (float) rules.GetLSLFloatItem(idx++);
                        skew = (float) rules.GetLSLFloatItem(idx++);
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), face, v, hollow, twist, holesize, topshear,
                                                profilecut, taper_b,
                                                revolutions, radiusoffset, skew, 3);
                    }

                    else if (code == (int) ScriptBaseClass.PRIM_TYPE_SCULPT)
                    {
                        if (remain < 2)
                            return;

                        string map = rules.Data[idx++].ToString();
                        face = rules.GetLSLIntegerItem(idx++); // type
                        (part as ISceneChildEntity).Shape.PathCurve = (byte) Extrusion.Curve1;
                        SetPrimitiveShapeParams((part as ISceneChildEntity), map, face);
                    }
                }

                else if (code == (int) ScriptBaseClass.PRIM_TEXTURE)
                {
                    if (remain < 5)
                        return;
                    if (part is ISceneChildEntity)
                    {
                    }
                    else
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    string tex = rules.Data[idx++].ToString();
                    LSL_Vector repeats = rules.GetVector3Item(idx++);
                    LSL_Vector offsets = rules.GetVector3Item(idx++);
                    double rotation = rules.GetLSLFloatItem(idx++);

                    SetTexture((part as ISceneChildEntity), tex, face);
                    ScaleTexture((part as ISceneChildEntity), repeats.x, repeats.y, face);
                    OffsetTexture((part as ISceneChildEntity), offsets.x, offsets.y, face);
                    RotateTexture((part as ISceneChildEntity), rotation, face);
                }

                else if (code == (int) ScriptBaseClass.PRIM_COLOR)
                {
                    if (remain < 3)
                        return;
                    if (part is ISceneChildEntity)
                    {
                    }
                    else
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    LSL_Vector color = rules.GetVector3Item(idx++);
                    double alpha = rules.GetLSLFloatItem(idx++);

                    (part as ISceneChildEntity).SetFaceColor(
                        new Vector3((float) color.x, (float) color.y, (float) color.z), face);
                    SetAlpha((part as ISceneChildEntity), alpha, face);
                }

                else if (code == (int) ScriptBaseClass.PRIM_FLEXIBLE)
                {
                    if (remain < 7)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    bool flexi = rules.GetLSLIntegerItem(idx++);
                    int softness = rules.GetLSLIntegerItem(idx++);
                    float gravity = (float) rules.GetLSLFloatItem(idx++);
                    float friction = (float) rules.GetLSLFloatItem(idx++);
                    float wind = (float) rules.GetLSLFloatItem(idx++);
                    float tension = (float) rules.GetLSLFloatItem(idx++);
                    LSL_Vector force = rules.GetVector3Item(idx++);

                    SetFlexi((part as ISceneChildEntity), flexi, softness, gravity, friction, wind, tension, force);
                }
                else if (code == (int) ScriptBaseClass.PRIM_POINT_LIGHT)
                {
                    if (remain < 5)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    bool light = rules.GetLSLIntegerItem(idx++);
                    LSL_Vector lightcolor = rules.GetVector3Item(idx++);
                    float intensity = (float) rules.GetLSLFloatItem(idx++);
                    float radius = (float) rules.GetLSLFloatItem(idx++);
                    float falloff = (float) rules.GetLSLFloatItem(idx++);

                    SetPointLight((part as ISceneChildEntity), light, lightcolor, intensity, radius, falloff);
                }

                else if (code == (int) ScriptBaseClass.PRIM_GLOW)
                {
                    if (remain < 2)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    float glow = (float) rules.GetLSLFloatItem(idx++);

                    SetGlow((part as ISceneChildEntity), face, glow);
                }
                else if (code == (int) ScriptBaseClass.PRIM_BUMP_SHINY)
                {
                    if (remain < 3)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    int shiny = rules.GetLSLIntegerItem(idx++);
                    Bumpiness bump = (Bumpiness) Convert.ToByte((int) rules.GetLSLIntegerItem(idx++));

                    SetShiny(part as ISceneChildEntity, face, shiny, bump);
                }
                else if (code == (int) ScriptBaseClass.PRIM_FULLBRIGHT)
                {
                    if (remain < 2)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    bool st = rules.GetLSLIntegerItem(idx++);
                    SetFullBright(part as ISceneChildEntity, face, st);
                }

                else if (code == (int) ScriptBaseClass.PRIM_MATERIAL)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    int mat = rules.GetLSLIntegerItem(idx++);
                    if (mat < 0 || mat > 7)
                        return;

                    (part as ISceneChildEntity).UpdateMaterial(mat);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHANTOM)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string ph = rules.Data[idx++].ToString();

                    bool phantom = ph.Equals("1");

                    (part as ISceneChildEntity).ScriptSetPhantomStatus(phantom);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHYSICS)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string phy = rules.Data[idx++].ToString();

                    m_host.ParentEntity.ScriptSetPhysicsStatus(phy.Equals("1"));
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEMP_ON_REZ)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string temp = rules.Data[idx++].ToString();

                    bool tempOnRez = temp.Equals("1");

                    (part as ISceneChildEntity).ScriptSetTemporaryStatus(tempOnRez);
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEXGEN)
                {
                    if (remain < 2)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    //face,type
                    face = rules.GetLSLIntegerItem(idx++);
                    int style = rules.GetLSLIntegerItem(idx++);
                    SetTexGen((part as ISceneChildEntity), face, style);
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEXT)
                {
                    if (remain < 3)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string primText = rules.GetLSLStringItem(idx++);
                    LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                    LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                    Vector3 av3 = new Vector3(Util.Clip((float) primTextColor.x, 0.0f, 1.0f),
                                              Util.Clip((float) primTextColor.y, 0.0f, 1.0f),
                                              Util.Clip((float) primTextColor.z, 0.0f, 1.0f));
                    (part as ISceneChildEntity).SetText(primText, av3, Util.Clip((float) primTextAlpha, 0.0f, 1.0f));
                }
                else if (code == (int) ScriptBaseClass.PRIM_OMEGA)
                {
                    if (remain < 3)
                        return;
                    LSL_Vector direction = rules.GetVector3Item(idx++);
                    LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
                    LSL_Float gain = rules.GetLSLFloatItem(idx++);
                    if (part is ISceneChildEntity)
                        llTargetOmega(direction, spinrate, gain);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE)
                {
                    bool UsePhysics = ((m_host.Flags & PrimFlags.Physics) != 0);
                    bool IsTemporary = ((m_host.Flags & PrimFlags.TemporaryOnRez) != 0);
                    bool IsPhantom = ((m_host.Flags & PrimFlags.Phantom) != 0);
                    bool IsVolumeDetect = m_host.VolumeDetectActive;
                    ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = new ObjectFlagUpdatePacket.ExtraPhysicsBlock[1];
                    blocks[0] = new ObjectFlagUpdatePacket.ExtraPhysicsBlock
                                    {
                                        Density = m_host.Density,
                                        Friction = m_host.Friction,
                                        GravityMultiplier = m_host.GravityMultiplier
                                    };
                    LSL_Integer shapeType = rules.GetLSLIntegerItem(idx++);
                    if (shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_PRIM)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    else if (shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_NONE)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    else //if(shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_CONVEX)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    blocks[0].Restitution = m_host.Restitution;
                    if (part is ISceneChildEntity)
                        if ((part as ISceneChildEntity).UpdatePrimFlags(UsePhysics,
                                                                        IsTemporary, IsPhantom, IsVolumeDetect, blocks))
                            (part as ISceneChildEntity).ParentEntity.RebuildPhysicalRepresentation(true, null);
                }
                else if (code == (int) ScriptBaseClass.PRIM_LINK_TARGET)
                {
                    if (remain < 1)
                        return;
                    LSL_Integer nextLink = rules.GetLSLIntegerItem(idx++);
                    List<IEntity> entities = GetLinkPartsAndEntities(nextLink);
                    if (entities.Count > 0)
                        part = entities[0];
                }
            }
        }
コード例 #8
0
ファイル: LSL_Api.cs プロジェクト: velus/Async-Sim-Testing
 public void llPursue(LSL_String target, LSL_List options)
 {
     IBotManager botManager = World.RequestModuleInterface<IBotManager>();
     if (botManager != null)
     {
         float fuzz = 2;
         Vector3 offset = Vector3.Zero;
         bool requireLOS = false;
         bool intercept = false; //Not implemented
         for (int i = 0; i < options.Length; i += 2)
         {
             LSL_Types.LSLInteger opt = options.GetLSLIntegerItem(i);
             if (opt == ScriptBaseClass.PURSUIT_FUZZ_FACTOR)
                 fuzz = (float) options.GetLSLFloatItem(i + 1).value;
             if (opt == ScriptBaseClass.PURSUIT_OFFSET)
                 offset = options.GetVector3Item(i + 1).ToVector3();
             if (opt == ScriptBaseClass.REQUIRE_LINE_OF_SIGHT)
                 requireLOS = options.GetLSLIntegerItem(i + 1) == 1;
             if (opt == ScriptBaseClass.PURSUIT_INTERCEPT)
                 intercept = options.GetLSLIntegerItem(i + 1) == 1;
         }
         botManager.FollowAvatar(m_host.ParentEntity.UUID, target.m_string, fuzz, fuzz, requireLOS, offset,
                                 m_host.ParentEntity.OwnerID);
     }
 }
コード例 #9
0
ファイル: LSL_Api.cs プロジェクト: velus/Async-Sim-Testing
 public void llSetKeyframedMotion(LSL_List keyframes, LSL_List options)
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;
     if (!m_host.IsRoot)
     {
         ShoutError("Must be used in the root object!");
         return;
     }
     KeyframeAnimation.Data dataType = KeyframeAnimation.Data.Both;
     KeyframeAnimation.Modes currentMode = KeyframeAnimation.Modes.Forward;
     for (int i = 0; i < options.Length; i += 2)
     {
         LSL_Integer option = options.GetLSLIntegerItem(i);
         LSL_Integer value = options.GetLSLIntegerItem(i + 1);
         if (option == ScriptBaseClass.KFM_COMMAND)
         {
             m_host.ParentEntity.AddKeyframedMotion(null, (KeyframeAnimation.Commands) value.value);
             break; //Its supposed to be the only option in the list
         }
         if (option == ScriptBaseClass.KFM_MODE)
         {
             currentMode = (KeyframeAnimation.Modes) value.value;
         }
         else if (option == ScriptBaseClass.KFM_DATA)
         {
             dataType = (KeyframeAnimation.Data) value.value;
         }
     }
     List<Vector3> positions = new List<Vector3>();
     List<Quaternion> rotations = new List<Quaternion>();
     List<int> times = new List<int>();
     for (int i = 0; i < keyframes.Length; i += (dataType == KeyframeAnimation.Data.Both ? 3 : 2))
     {
         if (dataType == KeyframeAnimation.Data.Both ||
             dataType == KeyframeAnimation.Data.Translation)
         {
             LSL_Vector pos = keyframes.GetVector3Item(i);
             positions.Add(pos.ToVector3());
         }
         if (dataType == KeyframeAnimation.Data.Both ||
             dataType == KeyframeAnimation.Data.Rotation)
         {
             LSL_Rotation rot = keyframes.GetQuaternionItem(i + (dataType == KeyframeAnimation.Data.Both ? 1 : 0));
             Quaternion quat = rot.ToQuaternion();
             quat.Normalize();
             rotations.Add(quat);
         }
         int time = keyframes.GetLSLIntegerItem(i + (dataType == KeyframeAnimation.Data.Both ? 2 : 1));
         times.Add(time);
     }
     KeyframeAnimation animation = new KeyframeAnimation
                                       {
                                           CurrentMode = currentMode,
                                           PositionList = positions.ToArray(),
                                           RotationList = rotations.ToArray(),
                                           TimeList = times.ToArray(),
                                           CurrentAnimationPosition = 0,
                                           InitialPosition = m_host.AbsolutePosition,
                                           InitialRotation = m_host.GetRotationOffset()
                                       };
     m_host.ParentEntity.AddKeyframedMotion(animation, KeyframeAnimation.Commands.Play);
 }
コード例 #10
0
ファイル: AA_API.cs プロジェクト: nathanmarck/Aurora-Sim
 public void aaSetEnv(LSL_String name, LSL_List value)
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.VeryHigh, "aaSetEnv", m_host, "AA", m_itemID))
         return;
     if (!World.Permissions.IsGod(m_host.OwnerID))
     {
         LSLError("You do not have god permissions.");
         return;
     }
     if (name == ScriptBaseClass.ENABLE_GRAVITY)
     {
         LSL_Integer enabled = value.GetLSLIntegerItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(enabled == 1, grav[0], grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_X)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, (float)f.value, grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Y)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], (float)f.value, grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Z)
     {
         LSL_Float f = value.GetLSLFloatItem(0);
         float[] grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], grav[1], (float)f.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_POINT)
     {
         LSL_Vector pos = value.GetVector3Item(0);
         LSL_Float gravForce = value.GetLSLFloatItem(1);
         LSL_Float radius = value.GetLSLFloatItem(2);
         LSL_Integer ident = value.GetLSLIntegerItem(3);
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(false,
                                                                new Vector3((float)pos.x, (float)pos.y,
                                                                            (float)pos.z),
                                                                0, 0, 0, (float)gravForce.value,
                                                                (float)radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_FORCE)
     {
         LSL_Vector pos = value.GetVector3Item(0);
         LSL_Float xForce = value.GetLSLFloatItem(1);
         LSL_Float yForce = value.GetLSLFloatItem(2);
         LSL_Float zForce = value.GetLSLFloatItem(3);
         LSL_Float radius = value.GetLSLFloatItem(4);
         LSL_Integer ident = value.GetLSLIntegerItem(5);
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(true,
                                                                new Vector3((float)pos.x, (float)pos.y,
                                                                            (float)pos.z),
                                                                (float)xForce, (float)yForce, (float)zForce, 0,
                                                                (float)radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StartSavingPhysicsTimeReversalStates();
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StopSavingPhysicsTimeReversalStates();
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StartPhysicsTimeReversal();
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface<IPhysicsStateModule>();
         if (physicsState != null)
             physicsState.StopPhysicsTimeReversal();
     }
 }
コード例 #11
0
ファイル: AA_API.cs プロジェクト: nathanmarck/Aurora-Sim
        private void ConvertLSLToWindlight(ref WindlightDayCycle cycle, int preset, LSL_List list)
        {
            var skyDatas = cycle.Cycle.DataSettings.Values.ToList();
            var skyData = skyDatas[preset];

            for (int i = 0; i < list.Data.Length; i += 2)
            {
                int key = list.GetLSLIntegerItem(i);
                switch (key)
                {
                    case ScriptBaseClass.WL_AMBIENT:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.ambient = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_color = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_POS_DENSITY1:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_pos_density1 = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_POS_DENSITY2:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_pos_density2 = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCALE:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_scale = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_X:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.cloud_scroll_rate.X = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_Y:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.cloud_scroll_rate.Y = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.enable_cloud_scroll.X = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.enable_cloud_scroll.Y = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SHADOW:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_shadow = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_BLUE_DENSITY:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.blue_density = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_BLUR_HORIZON:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.blue_horizon = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.density_multiplier = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.distance_multiplier = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_GAMMA:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.gamma = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_GLOW:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.glow = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_HAZE_DENSITY:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.haze_density = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_HAZE_HORIZON:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.haze_horizon = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_LIGHT_NORMALS:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.lightnorm = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_MAX_ALTITUDE:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.max_y = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_STAR_BRIGHTNESS:
                        {
                            LSL_Float f = list.GetLSLFloatItem(i + 1);
                            skyData.star_brightness = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_SUNLIGHT_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.sunlight_color = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_BIG_WAVE_DIRECTION:
                        {
                            var rot = list.GetVector3Item(i + 1);
                            cycle.Water.wave1Dir = new Vector2((float)rot.x.value, (float)rot.y.value);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_BLUR_MULTIPLIER:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.blurMultiplier = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FOG_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            cycle.Water.waterFogColor = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FOG_DENSITY:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.waterFogDensity = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FRESNEL_OFFSET:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.fresnelOffset = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FRESNEL_SCALE:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.fresnelScale = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_LITTLE_WAVE_DIRECTION:
                        {
                            var rot = list.GetVector3Item(i + 1);
                            cycle.Water.wave2Dir = new Vector2((float)rot.x.value, (float)rot.y.value);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_NORMAL_MAP:
                        {
                            var f = list.GetLSLStringItem(i + 1);
                            cycle.Water.normalMap = UUID.Parse(f.m_string);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_NORMAL_SCALE:
                        {
                            LSL_Vector rot = list.GetVector3Item(i + 1);
                            cycle.Water.normScale = rot.ToVector3();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_SCALE_ABOVE:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.scaleAbove = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_SCALE_BELOW:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.scaleBelow = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_UNDERWATER_FOG_MODIFIER:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.underWaterFogMod = (float)f.value;
                            break;
                        }
                }
            }
        }
コード例 #12
0
ファイル: AA_API.cs プロジェクト: SignpostMarv/Aurora-Sim
 public void aaSetEnv(LSL_String name, LSL_List value)
 {
     if (name == ScriptBaseClass.ENABLE_GRAVITY)
     {
         LSL_Integer enabled = value.GetLSLIntegerItem(0);
         float[]     grav    = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(enabled == 1, grav[0], grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_X)
     {
         LSL_Float f    = value.GetLSLFloatItem(0);
         float[]   grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, (float)f.value, grav[1], grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Y)
     {
         LSL_Float f    = value.GetLSLFloatItem(0);
         float[]   grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], (float)f.value, grav[2]);
     }
     else if (name == ScriptBaseClass.GRAVITY_FORCE_Z)
     {
         LSL_Float f    = value.GetLSLFloatItem(0);
         float[]   grav = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.SetGravityForce(true, grav[0], grav[1], (float)f.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_POINT)
     {
         LSL_Vector  pos       = value.GetVector3Item(0);
         LSL_Float   gravForce = value.GetLSLFloatItem(1);
         LSL_Float   radius    = value.GetLSLFloatItem(2);
         LSL_Integer ident     = value.GetLSLIntegerItem(3);
         float[]     grav      = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(false,
                                                                new Vector3((float)pos.x, (float)pos.y,
                                                                            (float)pos.z),
                                                                0, 0, 0, (float)gravForce.value,
                                                                (float)radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.ADD_GRAVITY_FORCE)
     {
         LSL_Vector  pos    = value.GetVector3Item(0);
         LSL_Float   xForce = value.GetLSLFloatItem(1);
         LSL_Float   yForce = value.GetLSLFloatItem(2);
         LSL_Float   zForce = value.GetLSLFloatItem(3);
         LSL_Float   radius = value.GetLSLFloatItem(4);
         LSL_Integer ident  = value.GetLSLIntegerItem(5);
         float[]     grav   = m_host.ParentEntity.Scene.PhysicsScene.GetGravityForce();
         m_host.ParentEntity.Scene.PhysicsScene.AddGravityPoint(true,
                                                                new Vector3((float)pos.x, (float)pos.y,
                                                                            (float)pos.z),
                                                                (float)xForce, (float)yForce, (float)zForce, 0,
                                                                (float)radius.value, ident.value);
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface <IPhysicsStateModule>();
         if (physicsState != null)
         {
             physicsState.StartSavingPhysicsTimeReversalStates();
         }
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL_SAVING)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface <IPhysicsStateModule>();
         if (physicsState != null)
         {
             physicsState.StopSavingPhysicsTimeReversalStates();
         }
     }
     else if (name == ScriptBaseClass.START_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface <IPhysicsStateModule>();
         if (physicsState != null)
         {
             physicsState.StartPhysicsTimeReversal();
         }
     }
     else if (name == ScriptBaseClass.STOP_TIME_REVERSAL)
     {
         IPhysicsStateModule physicsState = World.RequestModuleInterface <IPhysicsStateModule>();
         if (physicsState != null)
         {
             physicsState.StopPhysicsTimeReversal();
         }
     }
 }