public void onUpdateObject(SceneObjectPart sop, bool flag) { if (objects.ContainsKey(sop.UUID)) { if (objects[sop.UUID].movementChanged(sop.AbsolutePosition, sop.GetWorldRotation(), sop.Velocity, sop.AngularVelocity)) { objects[sop.UUID].updateMovement(sop.AbsolutePosition, sop.GetWorldRotation(), sop.Velocity, sop.AngularVelocity); if (isRecording) { recordedActions.Enqueue(new ObjectMovedEvent(sop.UUID, sop.AbsolutePosition, sop.GetWorldRotation(), sop.Velocity, sop.AngularVelocity, sw.ElapsedMilliseconds)); } } } }
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim) { if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } Vector3 ppos = prim.GetWorldPosition(); if (ppos.Z < m_renderMinHeight || ppos.Z > m_renderMaxHeight) { return; } warp_Vector primPos = ConvertVector(ppos); warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation()); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m); if (screenFactor < 0) { return; } const float log2inv = -1.442695f; int p2 = (int)((float)Math.Log(screenFactor) * log2inv * 0.25 - 1); if (p2 < 0) { p2 = 0; } else if (p2 > 3) { p2 = 3; } DetailLevel lod = (DetailLevel)(3 - p2); FacetedMesh renderMesh = null; Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); if (m_renderMeshes) { if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset AssetBase sculptAsset = m_scene.AssetService.Get(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset.Data); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh); meshAsset = null; } else // It's sculptie { if (m_imgDecoder != null) { Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset.Data); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod); sculpt.Dispose(); } } } } else { m_log.WarnFormat("[Warp3D] failed to get mesh or sculpt asset {0} of prim {1} at {2}", omvPrim.Sculpt.SculptTexture.ToString(), prim.Name, prim.GetWorldPosition().ToString()); } } } // If not a mesh or sculptie, try the regular mesher if (renderMesh == null) { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod); } if (renderMesh == null) { return; } string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(); Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = teFace.RGBA; if (faceColor.A == 0) { continue; } string materialName = string.Empty; if (m_texturePrims) { // if(lod > DetailLevel.Low) { // materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low); materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false, prim); if (String.IsNullOrEmpty(materialName)) { continue; } int c = renderer.Scene.material(materialName).getColor(); if ((c & warp_Color.MASKALPHA) == 0) { continue; } } } else { materialName = GetOrCreateMaterial(renderer, faceColor); } if (renderer.Scene.material(materialName).getTexture() == null) { // uv map details dont not matter for color; for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } } else { float tu; float tv; float offsetu = teFace.OffsetU + 0.5f; float offsetv = teFace.OffsetV + 0.5f; float scaleu = teFace.RepeatU; float scalev = teFace.RepeatV; float rotation = teFace.Rotation; float rc = 0; float rs = 0; if (rotation != 0) { rc = (float)Math.Cos(rotation); rs = (float)Math.Sin(rotation); } for (int j = 0; j < face.Vertices.Count; j++) { warp_Vertex vert; Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); if (teFace.TexMapType == MappingType.Planar) { UVPlanarMap(v, prim.Scale, out tu, out tv); } else { tu = v.TexCoord.X - 0.5f; tv = 0.5f - v.TexCoord.Y; } if (rotation != 0) { float tur = tu * rc - tv * rs; float tvr = tu * rs + tv * rc; tur *= scaleu; tur += offsetu; tvr *= scalev; tvr += offsetv; vert = new warp_Vertex(pos, tur, tvr); } else { tu *= scaleu; tu += offsetu; tv *= scalev; tv += offsetv; vert = new warp_Vertex(pos, tu, tv); } faceObj.addVertex(vert); } } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y); faceObj.transform(m); faceObj.setPos(primPos); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
public void TestllSetLinkPrimitiveParamsForAgent() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; part.RotationOffset = new Quaternion(0.7071068f, 0, 0, 0.7071068f); LSL_Api apiGrp1 = new LSL_Api(); apiGrp1.Initialize(m_engine, part, null, null); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); // sp has to be less than 10 meters away from 0, 0, 0 (default part position) Vector3 startPos = new Vector3(3, 2, 1); sp.AbsolutePosition = startPos; sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, part.UUID, Vector3.Zero); int entityUpdates = 0; ((TestClient)sp.ControllingClient).OnReceivedEntityUpdate += (entity, flags) => { if (entity is ScenePresence) { entityUpdates++; } }; // Test position { Vector3 newPos = new Vector3(1, 2, 3); apiGrp1.llSetLinkPrimitiveParams(2, new LSL_Types.list(ScriptBaseClass.PRIM_POSITION, newPos)); Assert.That(sp.OffsetPosition, Is.EqualTo(newPos)); m_scene.Update(1); Assert.That(entityUpdates, Is.EqualTo(1)); } // Test small reposition { Vector3 newPos = new Vector3(1.001f, 2, 3); apiGrp1.llSetLinkPrimitiveParams(2, new LSL_Types.list(ScriptBaseClass.PRIM_POSITION, newPos)); Assert.That(sp.OffsetPosition, Is.EqualTo(newPos)); m_scene.Update(1); Assert.That(entityUpdates, Is.EqualTo(2)); } // Test world rotation { Quaternion newRot = new Quaternion(0, 0.7071068f, 0, 0.7071068f); apiGrp1.llSetLinkPrimitiveParams(2, new LSL_Types.list(ScriptBaseClass.PRIM_ROTATION, newRot)); Assert.That( sp.Rotation, new QuaternionToleranceConstraint(part.GetWorldRotation() * newRot, 0.000001)); m_scene.Update(1); Assert.That(entityUpdates, Is.EqualTo(3)); } // Test local rotation { Quaternion newRot = new Quaternion(0, 0.7071068f, 0, 0.7071068f); apiGrp1.llSetLinkPrimitiveParams(2, new LSL_Types.list(ScriptBaseClass.PRIM_ROT_LOCAL, newRot)); Assert.That( sp.Rotation, new QuaternionToleranceConstraint(newRot, 0.000001)); m_scene.Update(1); Assert.That(entityUpdates, Is.EqualTo(4)); } }
/// <summary> /// Append a scene object part report to an input StringBuilder /// </summary> /// <returns></returns> /// <param name='sb'></param> /// <param name='sop'</param> /// <param name='showFull'> /// If true then information on each inventory item will be shown. /// If false then only summary inventory information is shown. /// </param> private StringBuilder AddScenePartReport(StringBuilder sb, SceneObjectPart sop, bool showFull) { ConsoleDisplayList cdl = new ConsoleDisplayList(); cdl.AddRow("Name", sop.Name); cdl.AddRow("Description", sop.Description); cdl.AddRow("Local ID", sop.LocalId); cdl.AddRow("UUID", sop.UUID); cdl.AddRow("Location", string.Format("{0} @ {1}", sop.AbsolutePosition, sop.ParentGroup.Scene.Name)); cdl.AddRow( "Parent", sop.IsRoot ? "Is Root" : string.Format("{0} {1}", sop.ParentGroup.Name, sop.ParentGroup.UUID)); cdl.AddRow("Link number", sop.LinkNum); cdl.AddRow("Flags", sop.Flags); if (showFull) { PrimitiveBaseShape s = sop.Shape; cdl.AddRow("FlexiDrag", s.FlexiDrag); cdl.AddRow("FlexiEntry", s.FlexiEntry); cdl.AddRow("FlexiForce", string.Format("<{0},{1},{2}>", s.FlexiForceX, s.FlexiForceY, s.FlexiForceZ)); cdl.AddRow("FlexiGravity", s.FlexiGravity); cdl.AddRow("FlexiSoftness", s.FlexiSoftness); cdl.AddRow("HollowShape", s.HollowShape); cdl.AddRow( "LightColor", string.Format("<{0},{1},{2},{3}>", s.LightColorR, s.LightColorB, s.LightColorG, s.LightColorA)); cdl.AddRow("LightCutoff", s.LightCutoff); cdl.AddRow("LightEntry", s.LightEntry); cdl.AddRow("LightFalloff", s.LightFalloff); cdl.AddRow("LightIntensity", s.LightIntensity); cdl.AddRow("LightRadius", s.LightRadius); cdl.AddRow("Location (relative)", sop.RelativePosition); cdl.AddRow("Media", string.Format("{0} entries", s.Media != null ? s.Media.Count.ToString() : "n/a")); cdl.AddRow("PathBegin", s.PathBegin); cdl.AddRow("PathEnd", s.PathEnd); cdl.AddRow("PathCurve", s.PathCurve); cdl.AddRow("PathRadiusOffset", s.PathRadiusOffset); cdl.AddRow("PathRevolutions", s.PathRevolutions); cdl.AddRow("PathScale", string.Format("<{0},{1}>", s.PathScaleX, s.PathScaleY)); cdl.AddRow("PathSkew", string.Format("<{0},{1}>", s.PathShearX, s.PathShearY)); cdl.AddRow("FlexiDrag", s.PathSkew); cdl.AddRow("PathTaper", string.Format("<{0},{1}>", s.PathTaperX, s.PathTaperY)); cdl.AddRow("PathTwist", s.PathTwist); cdl.AddRow("PathTwistBegin", s.PathTwistBegin); cdl.AddRow("PCode", s.PCode); cdl.AddRow("ProfileBegin", s.ProfileBegin); cdl.AddRow("ProfileEnd", s.ProfileEnd); cdl.AddRow("ProfileHollow", s.ProfileHollow); cdl.AddRow("ProfileShape", s.ProfileShape); cdl.AddRow("ProjectionAmbiance", s.ProjectionAmbiance); cdl.AddRow("ProjectionEntry", s.ProjectionEntry); cdl.AddRow("ProjectionFocus", s.ProjectionFocus); cdl.AddRow("ProjectionFOV", s.ProjectionFOV); cdl.AddRow("ProjectionTextureUUID", s.ProjectionTextureUUID); cdl.AddRow("Rotation (Relative)", sop.RotationOffset); cdl.AddRow("Rotation (World)", sop.GetWorldRotation()); cdl.AddRow("Scale", s.Scale); cdl.AddRow( "SculptData", string.Format("{0} bytes", s.SculptData != null ? s.SculptData.Length.ToString() : "n/a")); cdl.AddRow("SculptEntry", s.SculptEntry); cdl.AddRow("SculptTexture", s.SculptTexture); cdl.AddRow("SculptType", s.SculptType); cdl.AddRow("State", s.State); // TODO, need to display more information about textures but in a compact format // to stop output becoming huge. for (int i = 0; i < sop.GetNumberOfSides(); i++) { Primitive.TextureEntryFace teFace = s.Textures.FaceTextures[i]; UUID textureID; if (teFace != null) { textureID = teFace.TextureID; } else { textureID = s.Textures.DefaultTexture.TextureID; } cdl.AddRow(string.Format("Face {0} texture ID", i), textureID); } //cdl.AddRow("Textures", string.Format("{0} entries", s.Textures. } object itemsOutput; if (showFull) { StringBuilder itemsSb = new StringBuilder("\n"); itemsOutput = AddScenePartItemsReport(itemsSb, sop.Inventory).ToString(); } else { itemsOutput = sop.Inventory.Count; } cdl.AddRow("Items", itemsOutput); return(sb.Append(cdl.ToString())); }
private List <SensedEntity> doAgentSensor(SensorInfo ts) { List <SensedEntity> sensedEntities = new List <SensedEntity>(); // If nobody about quit fast if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0) { return(sensedEntities); } SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.GetWorldPosition(); Quaternion q = SensePoint.GetWorldRotation(); if (SensePoint.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); q = avatar.Rotation * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); Vector3 toRegionPos; double dis; Action <ScenePresence> senseEntity = new Action <ScenePresence>(presence => { // m_log.DebugFormat( // "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", // presence.Name, presence.PresenceType, ts.name, ts.type); if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc) { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData == null || !npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } if ((ts.type & AGENT) == 0) { if (presence.PresenceType == PresenceType.User) { return; } else { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData != null && npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } } if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0) { return; } // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID == SensePoint.OwnerID) { return; } toRegionPos = presence.AbsolutePosition; dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); // Disabled for now since all osNpc* methods check for appropriate ownership permission. // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not // sensed might be useful. // if (presence.PresenceType == PresenceType.Npc && npcModule != null) // { // UUID npcOwner = npcModule.GetOwner(presence.UUID); // if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID) // return; // } // are they in range if (dis <= ts.range) { // Are they in the required angle of view if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3( toRegionPos - fromRegionPos); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj <= ts.arc) { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } else { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } }); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { ScenePresence sp; // Try direct lookup by UUID if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp)) { return(sensedEntities); } senseEntity(sp); } else if (ts.name != null && ts.name != "") { ScenePresence sp; // Try lookup by name will return if/when found if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp)) { senseEntity(sp); } if ((ts.type & AGENT_BY_USERNAME) != 0) { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence( delegate(ScenePresence ssp) { if (ssp.Lastname == "Resident") { if (ssp.Firstname.ToLower() == ts.name) { senseEntity(ssp); } return; } if (ssp.Name.Replace(" ", ".").ToLower() == ts.name) { senseEntity(ssp); } } ); } return(sensedEntities); } else { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity); } return(sensedEntities); }
private List <SensedEntity> doObjectSensor(SensorInfo ts) { List <EntityBase> Entities; List <SensedEntity> sensedEntities = new List <SensedEntity>(); // If this is an object sense by key try to get it directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { EntityBase e = null; m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e); if (e == null) { return(sensedEntities); } Entities = new List <EntityBase>(); Entities.Add(e); } else { Entities = new List <EntityBase>(m_CmdManager.m_ScriptEngine.World.GetEntities()); } SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.GetWorldPosition(); // pre define some things to avoid repeated definitions in the loop body Vector3 toRegionPos; double dis; int objtype; SceneObjectPart part; float dx; float dy; float dz; Quaternion q = SensePoint.GetWorldRotation(); if (SensePoint.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); q = avatar.Rotation * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); Vector3 ZeroVector = new Vector3(0, 0, 0); bool nameSearch = (ts.name != null && ts.name != ""); foreach (EntityBase ent in Entities) { bool keep = true; if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search { continue; } if (ent.IsDeleted) // taken so long to do this it has gone from the scene { continue; } if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar { continue; } toRegionPos = ent.AbsolutePosition; // Calculation is in line for speed dx = toRegionPos.X - fromRegionPos.X; dy = toRegionPos.Y - fromRegionPos.Y; dz = toRegionPos.Z - fromRegionPos.Z; // Weed out those that will not fit in a cube the size of the range // no point calculating if they are within a sphere the size of the range // if they arent even in the cube if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range) { dis = ts.range + 1.0; } else { dis = Math.Sqrt(dx * dx + dy * dy + dz * dz); } if (keep && dis <= ts.range && ts.host.UUID != ent.UUID) { // In Range and not the object containing the script, is it the right Type ? objtype = 0; part = ((SceneObjectGroup)ent).RootPart; if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore { continue; } if (part.Inventory.ContainsScripts()) { objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ... } else { if (ent.Velocity.Equals(ZeroVector)) { objtype |= PASSIVE; // Passive non-moving } else { objtype |= ACTIVE; // moving so active } } // If any of the objects attributes match any in the requested scan type if (((ts.type & objtype) != 0)) { // Right type too, what about the other params , key and name ? if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; double dot = LSL_Types.Vector3.Dot(forward_dir, diff); double mag_obj = LSL_Types.Vector3.Mag(diff); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj > ts.arc) { keep = false; } } if (keep == true) { // add distance for sorting purposes later sensedEntities.Add(new SensedEntity(dis, ent.UUID)); } } } } return(sensedEntities); }
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures) { const float MIN_SIZE_SQUARE = 4f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } float primScaleLenSquared = prim.Scale.LengthSquared(); if (primScaleLenSquared < MIN_SIZE_SQUARE) { return; } FacetedMesh renderMesh = null; Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); if (m_renderMeshes) { if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); meshAsset = null; } else // It's sculptie { IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface <IJ2KDecoder>(); if (imgDecoder != null) { Image sculpt = imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium); sculpt.Dispose(); } } } } } } // If not a mesh or sculptie, try the regular mesher if (renderMesh == null) { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } if (renderMesh == null) { return; } string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(); for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = String.Empty; if (m_texturePrims && primScaleLenSquared > m_texturePrimSize * m_texturePrimSize) { materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); } else { materialName = GetOrCreateMaterial(renderer, faceColor); } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation()); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
protected Hashtable GetEvents(UUID requestID, UUID sessionID) { UrlData url = null; lock (m_RequestMap) { if (!m_RequestMap.TryGetValue(requestID, out url)) { return(NoEvents(requestID, sessionID)); } } RequestData requestData = null; lock (url.requests) { requestData = url.requests[requestID]; if (requestData == null || !requestData.requestDone) { return(NoEvents(requestID, sessionID)); } url.requests.Remove(requestID); lock (m_RequestMap) { m_RequestMap.Remove(requestID); } } Hashtable response = new Hashtable(); if (System.Environment.TickCount - requestData.startTime > 25000) { response["int_response_code"] = 500; response["str_response_string"] = "Script timeout"; response["content_type"] = "text/plain"; response["keepalive"] = false; return(response); } //put response response["int_response_code"] = requestData.responseCode; response["str_response_string"] = requestData.responseBody; response["content_type"] = requestData.responseType; response["keepalive"] = false; if (url.allowXss) { response["access_control_allow_origin"] = "*"; } Hashtable headers = new Hashtable(); if (url.scene != null) { SceneObjectPart sop = url.scene.GetSceneObjectPart(url.hostID); if (sop != null) { RegionInfo ri = url.scene.RegionInfo; Vector3 position = sop.AbsolutePosition; Vector3 velocity = sop.Velocity; Quaternion rotation = sop.GetWorldRotation(); if (!string.IsNullOrWhiteSpace(m_lsl_shard)) { headers["X-SecondLife-Shard"] = m_lsl_shard; } headers["X-SecondLife-Object-Name"] = sop.Name; headers["X-SecondLife-Object-Key"] = sop.UUID.ToString(); headers["X-SecondLife-Region"] = string.Format("{0} ({1}, {2})", ri.RegionName, ri.WorldLocX, ri.WorldLocY); headers["X-SecondLife-Local-Position"] = string.Format("({0:0.000000}, {1:0.000000}, {2:0.000000})", position.X, position.Y, position.Z); headers["X-SecondLife-Local-Velocity"] = string.Format("({0:0.000000}, {1:0.000000}, {2:0.000000})", velocity.X, velocity.Y, velocity.Z); headers["X-SecondLife-Local-Rotation"] = string.Format("({0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000})", rotation.X, rotation.Y, rotation.Z, rotation.W); //headers["X-SecondLife-Owner-Name"] = ownerName; headers["X-SecondLife-Owner-Key"] = sop.OwnerID.ToString(); if (!string.IsNullOrWhiteSpace(m_lsl_user_agent)) { headers["User-Agent"] = m_lsl_user_agent; } } } if (url.isSsl) { headers.Add("Accept-CH", "UA"); } response["headers"] = headers; return(response); }
public ObjectActor(SceneObjectPart sog) : base(sog.UUID, sog.AbsolutePosition, sog.GetWorldRotation(), sog.Velocity, sog.AngularVelocity) { shape = sog.Shape; name = sog.Name; }