예제 #1
0
        public void PhysicsCollision(EventArgs e)
        {
            // single threaded here
            if (e == null)
            {
                return;
            }

            CollisionEventUpdate a = (CollisionEventUpdate)e;
            Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
            List<uint> thisHitColliders = new List<uint>();
            List<uint> endedColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localID in collissionswith.Keys)
            {
                thisHitColliders.Add(localID);
                if (!m_lastColliders.Contains(localID))
                {
                    startedColliders.Add(localID);
                }
                //m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
            }

            // calculate things that ended colliding
            foreach (uint localID in m_lastColliders)
            {
                if (!thisHitColliders.Contains(localID))
                {
                    endedColliders.Add(localID);
                }
            }

            //add the items that started colliding this time to the last colliders list.
            m_lastColliders.AddRange(startedColliders);
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
            {
                m_lastColliders.Remove(localID);
            }

            if (m_parentGroup == null)
                return;
            if (m_parentGroup.IsDeleted)
                return;

            const string SoundGlassCollision = "6a45ba0b-5775-4ea8-8513-26008a17f873";
            const string SoundMetalCollision = "9e5c1297-6eed-40c0-825a-d9bcd86e3193";
            const string SoundStoneCollision = "9538f37c-456e-4047-81be-6435045608d4";
            const string SoundFleshCollision = "dce5fdd4-afe4-4ea1-822f-dd52cac46b08";
            const string SoundPlasticCollision = "0e24a717-b97e-4b77-9c94-b59a5a88b2da";
            const string SoundRubberCollision = "153c8bf7-fb89-4d89-b263-47e58b1b4774";
            const string SoundWoodCollision = "063c97d3-033a-4e9b-98d8-05c8074922cb";
            
            // play the sound.
            if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
            {
                SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
            }
            else if (startedColliders.Count > 0)
            {
                switch (a.collidertype)
                {
                    case (int)ActorTypes.Agent:
                        break; // Agents will play the sound so we don't

                    case (int)ActorTypes.Ground:
                        if (collissionswith[startedColliders[0]].PenetrationDepth < 0.17)
                            SendSound(SoundWoodCollision, 1, true, 0, 0, false, false);
                        else
                            SendSound(Sounds.OBJECT_COLLISION.ToString(), 1, true, 0, 0, false, false);
                        break; //Always play the click or thump sound when hitting ground

                    case (int)ActorTypes.Prim:
                        if (m_material == OpenMetaverse.Material.Flesh)
                            SendSound(SoundFleshCollision.ToString(), 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Glass)
                            SendSound(SoundGlassCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Metal)
                            SendSound(SoundMetalCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Plastic)
                            SendSound(SoundPlasticCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Rubber)
                            SendSound(SoundRubberCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Stone)
                            SendSound(SoundStoneCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Wood)
                            SendSound(SoundWoodCollision, 1, true, 0, 0, false, false);
                        break; //Play based on material type in prim2prim collisions

                    default:
                        break; //Unclear of what this object is, no sounds
                }
            }
            if (CollisionSprite != UUID.Zero && CollisionSoundVolume > 0.0f) // The collision volume isn't a mistake, its an SL feature/bug
            {
                // TODO: make a sprite!

            }
            if (((AggregateScriptEvents & scriptEvents.collision) != 0) ||
               ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
               ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
               (CollisionSound != UUID.Zero) ||
                PassCollisions != 2)
            {

                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
                {
                    // do event notification
                    if (startedColliders.Count > 0)
                    {
                        ColliderArgs StartCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId == 0)
                                continue;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                ScenePresence av = ParentGroup.Scene.SceneGraph.GetScenePresence(localId);
                                if(av != null)
                                {
                                    if (av.LocalId == localId)
                                    {
                                        if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar
                                            if (found)
                                            {
                                                DetectedObject detobj = new DetectedObject();
                                                detobj.keyUUID = av.UUID;
                                                detobj.nameStr = av.ControllingClient.Name;
                                                detobj.ownerUUID = av.UUID;
                                                detobj.posVector = av.AbsolutePosition;
                                                detobj.rotQuat = av.Rotation;
                                                detobj.velVector = av.Velocity;
                                                detobj.colliderType = 0;
                                                detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                                colliding.Add(detobj);
                                            }
                                            //If it is 0, it is to not accept collisions from this avatar
                                            else
                                            {
                                            }
                                        }
                                        else
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                            if (!found)
                                            {
                                                DetectedObject detobj = new DetectedObject();
                                                detobj.keyUUID = av.UUID;
                                                detobj.nameStr = av.ControllingClient.Name;
                                                detobj.ownerUUID = av.UUID;
                                                detobj.posVector = av.AbsolutePosition;
                                                detobj.rotQuat = av.Rotation;
                                                detobj.velVector = av.Velocity;
                                                detobj.colliderType = 0;
                                                detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                                colliding.Add(detobj);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        if (colliding.Count > 0)
                        {
                            StartCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;
                            //Always send to the prim it is occuring to
                            m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(this, StartCollidingMessage);
                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(this.ParentGroup.RootPart, StartCollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.collision_start) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(this.ParentGroup.RootPart, StartCollidingMessage);
                                }
                            }
                        }
                    }
                }

                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
                {
                    if (m_lastColliders.Count > 0)
                    {
                        ColliderArgs CollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in m_lastColliders)
                        {
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (localId == 0)
                                continue;

                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                ScenePresence av = ParentGroup.Scene.SceneGraph.GetScenePresence(localId);
                                if (av.LocalId == localId)
                                {
                                    if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject();
                                            detobj.keyUUID = av.UUID;
                                            detobj.nameStr = av.ControllingClient.Name;
                                            detobj.ownerUUID = av.UUID;
                                            detobj.posVector = av.AbsolutePosition;
                                            detobj.rotQuat = av.Rotation;
                                            detobj.velVector = av.Velocity;
                                            detobj.colliderType = 0;
                                            detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                            colliding.Add(detobj);
                                        }
                                        //If it is 0, it is to not accept collisions from this avatar
                                        else
                                        {
                                        }
                                    }
                                    else
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject();
                                            detobj.keyUUID = av.UUID;
                                            detobj.nameStr = av.ControllingClient.Name;
                                            detobj.ownerUUID = av.UUID;
                                            detobj.posVector = av.AbsolutePosition;
                                            detobj.rotQuat = av.Rotation;
                                            detobj.velVector = av.Velocity;
                                            detobj.colliderType = 0;
                                            detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                            colliding.Add(detobj);
                                        }
                                    }

                                }
                            }
                        }
                        if (colliding.Count > 0)
                        {
                            CollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptColliding(this, CollidingMessage);
                            
                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(this.ParentGroup.RootPart, CollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.collision) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(this.ParentGroup.RootPart, CollidingMessage);
                                }
                            }
                        }
                    }
                }

                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
                {
                    if (endedColliders.Count > 0)
                    {
                        ColliderArgs EndCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in endedColliders)
                        {
                            if (localId == 0)
                                continue;

                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;
                            if (m_parentGroup.Scene == null)
                                return;
                            SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                ScenePresence av = ParentGroup.Scene.SceneGraph.GetScenePresence(localId);
                                if(av != null)
                                {
                                    if (av.LocalId == localId)
                                    {
                                        if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar
                                            if (found)
                                            {
                                                DetectedObject detobj = new DetectedObject();
                                                detobj.keyUUID = av.UUID;
                                                detobj.nameStr = av.ControllingClient.Name;
                                                detobj.ownerUUID = av.UUID;
                                                detobj.posVector = av.AbsolutePosition;
                                                detobj.rotQuat = av.Rotation;
                                                detobj.velVector = av.Velocity;
                                                detobj.colliderType = 0;
                                                detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                                colliding.Add(detobj);
                                            }
                                            //If it is 0, it is to not accept collisions from this avatar
                                            else
                                            {
                                            }
                                        }
                                        else
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                            if (!found)
                                            {
                                                DetectedObject detobj = new DetectedObject();
                                                detobj.keyUUID = av.UUID;
                                                detobj.nameStr = av.ControllingClient.Name;
                                                detobj.ownerUUID = av.UUID;
                                                detobj.posVector = av.AbsolutePosition;
                                                detobj.rotQuat = av.Rotation;
                                                detobj.velVector = av.Velocity;
                                                detobj.colliderType = 0;
                                                detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                                colliding.Add(detobj);
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            EndCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(this, EndCollidingMessage);

                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(this.ParentGroup.RootPart, EndCollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.collision_end) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(this.ParentGroup.RootPart, EndCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
                {
                    if (startedColliders.Count > 0)
                    {
                        ColliderArgs LandStartCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId == 0)
                            {
                                //Hope that all is left is ground!
                                DetectedObject detobj = new DetectedObject();
                                detobj.keyUUID = UUID.Zero;
                                detobj.nameStr = "";
                                detobj.ownerUUID = UUID.Zero;
                                detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
                                detobj.rotQuat = Quaternion.Identity;
                                detobj.velVector = Vector3.Zero;
                                detobj.colliderType = 0;
                                detobj.groupUUID = UUID.Zero;
                                colliding.Add(detobj);
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            LandStartCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(this, LandStartCollidingMessage);

                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(this.ParentGroup.RootPart, LandStartCollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.land_collision_start) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(this.ParentGroup.RootPart, LandStartCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
                {
                    if (m_lastColliders.Count > 0)
                    {
                        ColliderArgs LandCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId == 0)
                            {
                                //Hope that all is left is ground!
                                DetectedObject detobj = new DetectedObject();
                                detobj.keyUUID = UUID.Zero;
                                detobj.nameStr = "";
                                detobj.ownerUUID = UUID.Zero;
                                detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
                                detobj.rotQuat = Quaternion.Identity;
                                detobj.velVector = Vector3.Zero;
                                detobj.colliderType = 0;
                                detobj.groupUUID = UUID.Zero;
                                colliding.Add(detobj);
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            LandCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(this, LandCollidingMessage);

                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(this.ParentGroup.RootPart, LandCollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.land_collision) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(this.ParentGroup.RootPart, LandCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
                {
                    if (endedColliders.Count > 0)
                    {
                        ColliderArgs LandEndCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId == 0)
                            {
                                //Hope that all is left is ground!
                                DetectedObject detobj = new DetectedObject();
                                detobj.keyUUID = UUID.Zero;
                                detobj.nameStr = "";
                                detobj.ownerUUID = UUID.Zero;
                                detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
                                detobj.rotQuat = Quaternion.Identity;
                                detobj.velVector = Vector3.Zero;
                                detobj.colliderType = 0;
                                detobj.groupUUID = UUID.Zero;
                                colliding.Add(detobj);
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            LandEndCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(this, LandEndCollidingMessage);

                            if ((this.UUID != this.ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (this.PassCollisions == PASS_NEVER)
                                {
                                }
                                if (this.PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(this.ParentGroup.RootPart, LandEndCollidingMessage);
                                }
                                else if (((this.ScriptEvents & scriptEvents.land_collision_end) == 0) && this.PassCollisions == PASS_IF_NOT_HANDLED) //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(this.ParentGroup.RootPart, LandEndCollidingMessage);
                                }
                            }
                        }
                    }
                }
            }
        }
예제 #2
0
        public void FireAttachmentCollisionEvents(EventArgs e)
        {
            CollisionEventUpdate a = (CollisionEventUpdate)e;
            Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
            List<uint> thisHitColliders = new List<uint>();
            List<uint> endedColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localid in collissionswith.Keys)
            {
                thisHitColliders.Add(localid);
                if (!m_lastColliders.Contains(localid))
                {
                    startedColliders.Add(localid);
                }
                //m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
            }

            // calculate things that ended colliding
            foreach (uint localID in m_lastColliders)
            {
                if (!thisHitColliders.Contains(localID))
                {
                    endedColliders.Add(localID);
                }
            }

            //add the items that started colliding this time to the last colliders list.
            foreach (uint localID in startedColliders)
            {
                m_lastColliders.Add(localID);
            }
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
            {
                m_lastColliders.Remove(localID);
            }

            if (IsDeleted)
                return;

            // play the sound.
            if (startedColliders.Count > 0 && RootPart.CollisionSound != UUID.Zero && RootPart.CollisionSoundVolume > 0.0f)
            {
                RootPart.SendSound(RootPart.CollisionSound.ToString(), RootPart.CollisionSoundVolume, true, (byte)0, 0, false, false);
            }
            if (RootPart.CollisionSprite != UUID.Zero && RootPart.CollisionSoundVolume > 0.0f) // The collision volume isn't a mistake, its an SL feature/bug
            {
                // TODO: make a sprite!

            }

            if ((RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
            {
                // do event notification
                if (startedColliders.Count > 0)
                {
                    ColliderArgs StartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId == 0)
                            continue;
                        
                        if (Scene == null)
                            return;

                        SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
                        string data = "";
                        if (obj != null)
                        {
                            if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(obj.Name))
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object
                                if (found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                                //If it is 0, it is to not accept collisions from this object
                                else
                                {
                                }
                            }
                            else
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                if (!found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                            }
                        }
                        else
                        {
                            ScenePresence av = Scene.SceneGraph.GetScenePresence(localId);
                            if (av.LocalId == localId)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(av.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this avatar
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                }

                            }
                        }
                    }
                    if (colliding.Count > 0)
                    {
                        StartCollidingMessage.Colliders = colliding;
                        // always running this check because if the user deletes the object it would return a null reference.
                        
                        if (Scene == null)
                            return;
                        Scene.EventManager.TriggerScriptCollidingStart(RootPart, StartCollidingMessage);
                    }
                }
            }

            if ((RootPart.ScriptEvents & scriptEvents.collision) != 0)
            {
                if (m_lastColliders.Count > 0)
                {
                    ColliderArgs CollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in m_lastColliders)
                    {
                        // always running this check because if the user deletes the object it would return a null reference.
                        if (localId == 0)
                            continue;

                        if (Scene == null)
                            return;

                        SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
                        string data = "";
                        if (obj != null)
                        {
                            if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(obj.Name))
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object
                                if (found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                                //If it is 0, it is to not accept collisions from this object
                                else
                                {
                                }
                            }
                            else
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                if (!found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                            }
                        }
                        else
                        {
                            ScenePresence av = Scene.SceneGraph.GetScenePresence(localId);
                            if (av.LocalId == localId)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(av.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this avatar
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                }

                            }
                        }
                    }
                    if (colliding.Count > 0)
                    {
                        CollidingMessage.Colliders = colliding;
                        
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptColliding(RootPart, CollidingMessage);
                    }
                }
            }

            if ((RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
            {
                if (endedColliders.Count > 0)
                {
                    ColliderArgs EndCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in endedColliders)
                    {
                        if (localId == 0)
                            continue;

                        // always running this check because if the user deletes the object it would return a null reference.
                        if (Scene == null)
                            return;
                        SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
                        string data = "";
                        if (obj != null)
                        {
                            if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(obj.Name))
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object
                                if (found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                                //If it is 0, it is to not accept collisions from this object
                                else
                                {
                                }
                            }
                            else
                            {
                                bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                if (!found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                            }
                        }
                        else
                        {
                            ScenePresence av = Scene.SceneGraph.GetScenePresence(localId);
                            if (av.LocalId == localId)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || RootPart.CollisionFilter.ContainsValue(av.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this avatar
                                    else
                                    {
                                    }
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = av.UUID;
                                        detobj.nameStr = av.ControllingClient.Name;
                                        detobj.ownerUUID = av.UUID;
                                        detobj.posVector = av.AbsolutePosition;
                                        detobj.rotQuat = av.Rotation;
                                        detobj.velVector = av.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                                        colliding.Add(detobj);
                                    }
                                }

                            }
                        }
                    }

                    if (colliding.Count > 0)
                    {
                        EndCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptCollidingEnd(RootPart, EndCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
            {
                if (startedColliders.Count > 0)
                {
                    ColliderArgs LandStartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId == 0)
                        {
                            //Hope that all is left is ground!
                            DetectedObject detobj = new DetectedObject();
                            detobj.keyUUID = UUID.Zero;
                            detobj.nameStr = "";
                            detobj.ownerUUID = UUID.Zero;
                            detobj.posVector = RootPart.AbsolutePosition;
                            detobj.rotQuat = Quaternion.Identity;
                            detobj.velVector = Vector3.Zero;
                            detobj.colliderType = 0;
                            detobj.groupUUID = UUID.Zero;
                            colliding.Add(detobj);
                        }
                    }

                    if (colliding.Count > 0)
                    {
                        LandStartCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandCollidingStart(RootPart, LandStartCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
            {
                if (m_lastColliders.Count > 0)
                {
                    ColliderArgs LandCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId == 0)
                        {
                            //Hope that all is left is ground!
                            DetectedObject detobj = new DetectedObject();
                            detobj.keyUUID = UUID.Zero;
                            detobj.nameStr = "";
                            detobj.ownerUUID = UUID.Zero;
                            detobj.posVector = RootPart.AbsolutePosition;
                            detobj.rotQuat = Quaternion.Identity;
                            detobj.velVector = Vector3.Zero;
                            detobj.colliderType = 0;
                            detobj.groupUUID = UUID.Zero;
                            colliding.Add(detobj);
                        }
                    }

                    if (colliding.Count > 0)
                    {
                        LandCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandColliding(RootPart, LandCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
            {
                if (endedColliders.Count > 0)
                {
                    ColliderArgs LandEndCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId == 0)
                        {
                            //Hope that all is left is ground!
                            DetectedObject detobj = new DetectedObject();
                            detobj.keyUUID = UUID.Zero;
                            detobj.nameStr = "";
                            detobj.ownerUUID = UUID.Zero;
                            detobj.posVector = RootPart.AbsolutePosition;
                            detobj.rotQuat = Quaternion.Identity;
                            detobj.velVector = Vector3.Zero;
                            detobj.colliderType = 0;
                            detobj.groupUUID = UUID.Zero;
                            colliding.Add(detobj);
                        }
                    }

                    if (colliding.Count > 0)
                    {
                        LandEndCollidingMessage.Colliders = colliding;
                        // always running this check because if the user deletes the object it would return a null reference.

                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandCollidingEnd(RootPart, LandEndCollidingMessage);
                    }
                }
            }
        }
예제 #3
0
 private void MakePartOfCard(DetectedObject detectedObject)
 {
 }