public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules) { LSL_List res = new LSL_List(); int idx = 0; while (idx < rules.Length) { int code = (int)rules.GetLSLIntegerItem(idx++); int remain = rules.Length - idx; Primitive.TextureEntry tex = part.Shape.Textures; int face = 0; if (idx < rules.Length) face = (int)rules.GetLSLIntegerItem(idx++); Primitive.TextureEntryFace texFace = tex.GetFace((uint)face); if (code == (int)ScriptBaseClass.PRIM_NAME) { res.Add(new LSL_Integer(part.Name)); } if (code == (int)ScriptBaseClass.PRIM_DESC) { res.Add(new LSL_Integer(part.Description)); } if (code == (int)ScriptBaseClass.PRIM_MATERIAL) { res.Add(new LSL_Integer(part.Material)); } if (code == (int)ScriptBaseClass.PRIM_PHYSICS) { if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); } if (code == (int)ScriptBaseClass.PRIM_TEMP_ON_REZ) { if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); } if (code == (int)ScriptBaseClass.PRIM_PHANTOM) { if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); } if (code == (int)ScriptBaseClass.PRIM_POSITION) { Vector3 tmp = part.AbsolutePosition; LSL_Vector v = new LSL_Vector(tmp.X, tmp.Y, tmp.Z); // For some reason, the part.AbsolutePosition.* values do not change if the // linkset is rotated; they always reflect the child prim's world position // as though the linkset is unrotated. This is incompatible behavior with SL's // implementation, so will break scripts imported from there (not to mention it // makes it more difficult to determine a child prim's actual inworld position). if (part.ParentID != 0) { LSL_Rotation rtmp = llGetRootRotation(); LSL_Vector rpos = llGetRootPosition(); v = ((v - rpos) * rtmp) + rpos; } res.Add(v); } if (code == (int)ScriptBaseClass.PRIM_SIZE) { Vector3 tmp = part.Scale; res.Add(new LSL_Vector(tmp.X, tmp.Y, tmp.Z)); } if (code == (int)ScriptBaseClass.PRIM_ROTATION) { res.Add(GetPartRot(part)); } if (code == (int)ScriptBaseClass.PRIM_TYPE) { // implementing box PrimitiveBaseShape Shape = part.Shape; int primType = (int)part.GetPrimType(); res.Add(new LSL_Integer(primType)); double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY. if (primType == ScriptBaseClass.PRIM_TYPE_BOX || ScriptBaseClass.PRIM_TYPE_CYLINDER || ScriptBaseClass.PRIM_TYPE_PRISM) { res.Add(new LSL_Integer(Shape.ProfileCurve)); res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); res.Add(new LSL_Vector(topshearx, topsheary, 0)); } if (primType == ScriptBaseClass.PRIM_TYPE_SPHERE) { res.Add(new LSL_Integer(Shape.ProfileCurve)); res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); } if (primType == ScriptBaseClass.PRIM_TYPE_SCULPT) { res.Add(Shape.SculptTexture.ToString()); res.Add(new LSL_Integer(Shape.SculptType)); } if (primType == ScriptBaseClass.PRIM_TYPE_RING || ScriptBaseClass.PRIM_TYPE_TUBE || ScriptBaseClass.PRIM_TYPE_TORUS) { // holeshape res.Add(new LSL_Integer(Shape.ProfileCurve)); // cut res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); // hollow res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); // twist res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); // vector holesize res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); // vector topshear res.Add(new LSL_Vector(topshearx, topsheary, 0)); // vector profilecut res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); // vector tapera res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned // byte is being used to represent the entire // range of floating-point values from 1.0 // through 4.0 (which is how SL does it). // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); // float skew res.Add(new LSL_Float(Shape.PathSkew / 100.0)); } } if (code == (int)ScriptBaseClass.PRIM_TEXTURE) { if (remain < 1) return res; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } } if (code == (int)ScriptBaseClass.PRIM_COLOR) { if (remain < 1) return res; tex = part.Shape.Textures; Color4 texcolor; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } } else { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } } if (code == (int)ScriptBaseClass.PRIM_BUMP_SHINY) { if (remain < 1) return res; face = (int)rules.GetLSLIntegerItem(idx++); texFace = tex.GetFace((uint)face); if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); // Convert Shininess to PRIM_SHINY_* res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); // PRIM_BUMP_* res.Add(new LSL_Integer((int)texface.Bump)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); // Convert Shininess to PRIM_SHINY_* res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); // PRIM_BUMP_* res.Add(new LSL_Integer((int)texface.Bump)); } } } if (code == (int)ScriptBaseClass.PRIM_FULLBRIGHT) { if (remain < 1) return res; face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); } } } if (code == (int)ScriptBaseClass.PRIM_FLEXIBLE) { PrimitiveBaseShape shape = part.Shape; if (shape.FlexiEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Integer(shape.FlexiSoftness));// softness res.Add(new LSL_Float(shape.FlexiGravity)); // gravity res.Add(new LSL_Float(shape.FlexiDrag)); // friction res.Add(new LSL_Float(shape.FlexiWind)); // wind res.Add(new LSL_Float(shape.FlexiTension)); // tension res.Add(new LSL_Vector(shape.FlexiForceX, // force shape.FlexiForceY, shape.FlexiForceZ)); } if (code == (int)ScriptBaseClass.PRIM_TEXGEN) { if (remain < 1) return res; face = (int)rules.GetLSLIntegerItem(idx++); if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { MappingType texgen = tex.GetFace((uint)face).TexMapType; // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. res.Add(new LSL_Integer((uint)texgen >> 1)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { MappingType texgen = tex.GetFace((uint)face).TexMapType; res.Add(new LSL_Integer((uint)texgen >> 1)); } } } if (code == (int)ScriptBaseClass.PRIM_POINT_LIGHT) { PrimitiveBaseShape shape = part.Shape; if (shape.LightEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Vector(shape.LightColorR, // color shape.LightColorG, shape.LightColorB)); res.Add(new LSL_Float(shape.LightIntensity)); // intensity res.Add(new LSL_Float(shape.LightRadius)); // radius res.Add(new LSL_Float(shape.LightFalloff)); // falloff } if (code == (int)ScriptBaseClass.PRIM_GLOW) { if (remain < 1) return res; face = (int)rules.GetLSLIntegerItem(idx++); if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Float(texface.Glow)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Float(texface.Glow)); } } } if (code == (int)ScriptBaseClass.PRIM_TEXT) { Color4 textColor = part.GetTextColor(); res.Add(part.Text); res.Add(new LSL_Vector(textColor.R, textColor.G, textColor.B)); res.Add(new LSL_Float(textColor.A)); } if (code == (int)ScriptBaseClass.PRIM_ROT_LOCAL) { Quaternion rtmp = part.RotationOffset; res.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W)); } } return res; }
public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules) { LSL_List res = new LSL_List(); int idx=0; while (idx < rules.Length) { int code=(int)rules.GetLSLIntegerItem(idx++); int remain=rules.Length-idx; switch (code) { case (int)ScriptBaseClass.PRIM_MATERIAL: res.Add(new LSL_Integer(part.Material)); break; case (int)ScriptBaseClass.PRIM_PHYSICS: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_PHANTOM: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_POSITION: LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); // For some reason, the part.AbsolutePosition.* values do not change if the // linkset is rotated; they always reflect the child prim's world position // as though the linkset is unrotated. This is incompatible behavior with SL's // implementation, so will break scripts imported from there (not to mention it // makes it more difficult to determine a child prim's actual inworld position). if (part.ParentID != 0) v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition(); res.Add(v); break; case (int)ScriptBaseClass.PRIM_SIZE: res.Add(new LSL_Vector(part.Scale.X, part.Scale.Y, part.Scale.Z)); break; case (int)ScriptBaseClass.PRIM_ROTATION: res.Add(GetPartRot(part)); break; case (int)ScriptBaseClass.PRIM_TYPE: // implementing box PrimitiveBaseShape Shape = part.Shape; int primType = (int)part.GetPrimType(); res.Add(new LSL_Integer(primType)); double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY. switch (primType) { case ScriptBaseClass.PRIM_TYPE_BOX: case ScriptBaseClass.PRIM_TYPE_CYLINDER: case ScriptBaseClass.PRIM_TYPE_PRISM: res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); res.Add(new LSL_Vector(topshearx, topsheary, 0)); break; case ScriptBaseClass.PRIM_TYPE_SPHERE: res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); break; case ScriptBaseClass.PRIM_TYPE_SCULPT: res.Add(Shape.SculptTexture.ToString()); res.Add(new LSL_Integer(Shape.SculptType)); break; case ScriptBaseClass.PRIM_TYPE_RING: case ScriptBaseClass.PRIM_TYPE_TUBE: case ScriptBaseClass.PRIM_TYPE_TORUS: // holeshape res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. // cut res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); // hollow res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); // twist res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); // vector holesize res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); // vector topshear res.Add(new LSL_Vector(topshearx, topsheary, 0)); // vector profilecut res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); // vector tapera res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); // Slightly inaccurate, because an unsigned byte is being used to represent // the entire range of floating-point values from 1.0 through 4.0 (which is how // SL does it). // // Using these formulas to store and retrieve PathRevolutions, it is not // possible to use all values between 1.00 and 4.00. For instance, you can't // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value // such as 1.10. So, SL must store and retreive the actual user input rather // than only storing the encoded value. // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); // float skew res.Add(new LSL_Float(Shape.PathSkew / 100.0)); break; } break; case (int)ScriptBaseClass.PRIM_TEXTURE: if (remain < 1) return res; int face = (int)rules.GetLSLIntegerItem(idx++); Primitive.TextureEntry tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0 ; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } break; case (int)ScriptBaseClass.PRIM_COLOR: if (remain < 1) return res; face=(int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; Color4 texcolor; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0 ; face < GetNumberOfSides(part); face++) { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } } else { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } break; case (int)ScriptBaseClass.PRIM_BUMP_SHINY: if (remain < 1) return res; face=(int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); // Convert Shininess to PRIM_SHINY_* res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); // PRIM_BUMP_* res.Add(new LSL_Integer((int)texface.Bump)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); // Convert Shininess to PRIM_SHINY_* res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); // PRIM_BUMP_* res.Add(new LSL_Integer((int)texface.Bump)); } } break; case (int)ScriptBaseClass.PRIM_FULLBRIGHT: if (remain < 1) return res; face=(int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); } } break; case (int)ScriptBaseClass.PRIM_FLEXIBLE: PrimitiveBaseShape shape = part.Shape; if (shape.FlexiEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Integer(shape.FlexiSoftness));// softness res.Add(new LSL_Float(shape.FlexiGravity)); // gravity res.Add(new LSL_Float(shape.FlexiDrag)); // friction res.Add(new LSL_Float(shape.FlexiWind)); // wind res.Add(new LSL_Float(shape.FlexiTension)); // tension res.Add(new LSL_Vector(shape.FlexiForceX, // force shape.FlexiForceY, shape.FlexiForceZ)); break; case (int)ScriptBaseClass.PRIM_TEXGEN: if (remain < 1) return res; face=(int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { MappingType texgen = tex.GetFace((uint)face).TexMapType; // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. res.Add(new LSL_Integer((uint)texgen >> 1)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { MappingType texgen = tex.GetFace((uint)face).TexMapType; res.Add(new LSL_Integer((uint)texgen >> 1)); } } break; case (int)ScriptBaseClass.PRIM_POINT_LIGHT: shape = part.Shape; if (shape.LightEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Vector(shape.LightColorR, // color shape.LightColorG, shape.LightColorB)); res.Add(new LSL_Float(shape.LightIntensity)); // intensity res.Add(new LSL_Float(shape.LightRadius)); // radius res.Add(new LSL_Float(shape.LightFalloff)); // falloff break; case (int)ScriptBaseClass.PRIM_GLOW: if (remain < 1) return res; face=(int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Float(texface.Glow)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_Float(texface.Glow)); } } break; case (int)ScriptBaseClass.PRIM_TEXT: Color4 textColor = part.GetTextColor(); res.Add(new LSL_String(part.Text)); res.Add(new LSL_Vector(textColor.R, textColor.G, textColor.B)); res.Add(new LSL_Float(textColor.A)); break; case (int)ScriptBaseClass.PRIM_NAME: res.Add(new LSL_String(part.Name)); break; case (int)ScriptBaseClass.PRIM_DESC: res.Add(new LSL_String(part.Description)); break; case (int)ScriptBaseClass.PRIM_ROT_LOCAL: res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); break; case (int)ScriptBaseClass.PRIM_POS_LOCAL: res.Add(new LSL_Vector(GetPartLocalPos(part))); break; } } return res; }
public LSL_List GetPrimParams(SceneObjectPart part, LSL_List rules, ref LSL_List res) { int idx = 0; while (idx < rules.Length) { int code = (int)rules.GetLSLIntegerItem(idx++); int remain = rules.Length - idx; switch (code) { case (int)ScriptBaseClass.PRIM_MATERIAL: res.Add(new LSL_Integer(part.Material)); break; case (int)ScriptBaseClass.PRIM_PHYSICS: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_PHANTOM: if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) res.Add(new LSL_Integer(1)); else res.Add(new LSL_Integer(0)); break; case (int)ScriptBaseClass.PRIM_POSITION: LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); res.Add(v); break; case (int)ScriptBaseClass.PRIM_SIZE: res.Add(new LSL_Vector(part.Scale)); break; case (int)ScriptBaseClass.PRIM_ROTATION: res.Add(GetPartRot(part)); break; case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE: res.Add(new LSL_Integer((int)part.PhysicsShapeType)); break; case (int)ScriptBaseClass.PRIM_TYPE: // implementing box PrimitiveBaseShape Shape = part.Shape; int primType = (int)part.GetPrimType(); res.Add(new LSL_Integer(primType)); double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY. switch (primType) { case ScriptBaseClass.PRIM_TYPE_BOX: case ScriptBaseClass.PRIM_TYPE_CYLINDER: case ScriptBaseClass.PRIM_TYPE_PRISM: res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); res.Add(new LSL_Vector(topshearx, topsheary, 0)); break; case ScriptBaseClass.PRIM_TYPE_SPHERE: res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); break; case ScriptBaseClass.PRIM_TYPE_SCULPT: res.Add(new LSL_String(Shape.SculptTexture.ToString())); res.Add(new LSL_Integer(Shape.SculptType)); break; case ScriptBaseClass.PRIM_TYPE_RING: case ScriptBaseClass.PRIM_TYPE_TUBE: case ScriptBaseClass.PRIM_TYPE_TORUS: // holeshape res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0); // Isolate hole shape nibble. // cut res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0)); // hollow res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0)); // twist res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0)); // vector holesize res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0)); // vector topshear res.Add(new LSL_Vector(topshearx, topsheary, 0)); // vector profilecut res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); // vector tapera res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); // Slightly inaccurate, because an unsigned byte is being used to represent // the entire range of floating-point values from 1.0 through 4.0 (which is how // SL does it). // // Using these formulas to store and retrieve PathRevolutions, it is not // possible to use all values between 1.00 and 4.00. For instance, you can't // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value // such as 1.10. So, SL must store and retreive the actual user input rather // than only storing the encoded value. // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); // float skew res.Add(new LSL_Float(Shape.PathSkew / 100.0)); break; } break; case (int)ScriptBaseClass.PRIM_TEXTURE: if (remain < 1) return new LSL_List(); int face = (int)rules.GetLSLIntegerItem(idx++); Primitive.TextureEntry tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } else { if (face >= 0 && face < GetNumberOfSides(part)) { Primitive.TextureEntryFace texface = tex.GetFace((uint)face); res.Add(new LSL_String(texface.TextureID.ToString())); res.Add(new LSL_Vector(texface.RepeatU, texface.RepeatV, 0)); res.Add(new LSL_Vector(texface.OffsetU, texface.OffsetV, 0)); res.Add(new LSL_Float(texface.Rotation)); } } break; case (int)ScriptBaseClass.PRIM_COLOR: if (remain < 1) return new LSL_List(); face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; Color4 texcolor; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } } else { texcolor = tex.GetFace((uint)face).RGBA; res.Add(new LSL_Vector(texcolor.R, texcolor.G, texcolor.B)); res.Add(new LSL_Float(texcolor.A)); } break; case (int)ScriptBaseClass.PRIM_BUMP_SHINY: if (remain < 1) return new LSL_List(); face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; int shiny; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { Shininess shinyness = tex.GetFace((uint)face).Shiny; if (shinyness == Shininess.High) { shiny = ScriptBaseClass.PRIM_SHINY_HIGH; } else if (shinyness == Shininess.Medium) { shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM; } else if (shinyness == Shininess.Low) { shiny = ScriptBaseClass.PRIM_SHINY_LOW; } else { shiny = ScriptBaseClass.PRIM_SHINY_NONE; } res.Add(new LSL_Integer(shiny)); res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump)); } } else { Shininess shinyness = tex.GetFace((uint)face).Shiny; if (shinyness == Shininess.High) { shiny = ScriptBaseClass.PRIM_SHINY_HIGH; } else if (shinyness == Shininess.Medium) { shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM; } else if (shinyness == Shininess.Low) { shiny = ScriptBaseClass.PRIM_SHINY_LOW; } else { shiny = ScriptBaseClass.PRIM_SHINY_NONE; } res.Add(new LSL_Integer(shiny)); res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump)); } break; case (int)ScriptBaseClass.PRIM_FULLBRIGHT: if (remain < 1) return new LSL_List(); face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; int fullbright; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { if (tex.GetFace((uint)face).Fullbright == true) { fullbright = ScriptBaseClass.TRUE; } else { fullbright = ScriptBaseClass.FALSE; } res.Add(new LSL_Integer(fullbright)); } } else { if (tex.GetFace((uint)face).Fullbright == true) { fullbright = ScriptBaseClass.TRUE; } else { fullbright = ScriptBaseClass.FALSE; } res.Add(new LSL_Integer(fullbright)); } break; case (int)ScriptBaseClass.PRIM_FLEXIBLE: PrimitiveBaseShape shape = part.Shape; if (shape.FlexiEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Integer(shape.FlexiSoftness));// softness res.Add(new LSL_Float(shape.FlexiGravity)); // gravity res.Add(new LSL_Float(shape.FlexiDrag)); // friction res.Add(new LSL_Float(shape.FlexiWind)); // wind res.Add(new LSL_Float(shape.FlexiTension)); // tension res.Add(new LSL_Vector(shape.FlexiForceX, // force shape.FlexiForceY, shape.FlexiForceZ)); break; case (int)ScriptBaseClass.PRIM_TEXGEN: // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) if (remain < 1) return new LSL_List(); face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { if (tex.GetFace((uint)face).TexMapType == MappingType.Planar) { res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR)); } else { res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); } } } else { if (tex.GetFace((uint)face).TexMapType == MappingType.Planar) { res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR)); } else { res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); } } break; case (int)ScriptBaseClass.PRIM_POINT_LIGHT: shape = part.Shape; if (shape.LightEntry) res.Add(new LSL_Integer(1)); // active else res.Add(new LSL_Integer(0)); res.Add(new LSL_Vector(shape.LightColorR, // color shape.LightColorG, shape.LightColorB)); res.Add(new LSL_Float(shape.LightIntensity)); // intensity res.Add(new LSL_Float(shape.LightRadius)); // radius res.Add(new LSL_Float(shape.LightFalloff)); // falloff break; case (int)ScriptBaseClass.PRIM_GLOW: if (remain < 1) return new LSL_List(); face = (int)rules.GetLSLIntegerItem(idx++); tex = part.Shape.Textures; float primglow; if (face == ScriptBaseClass.ALL_SIDES) { for (face = 0; face < GetNumberOfSides(part); face++) { primglow = tex.GetFace((uint)face).Glow; res.Add(new LSL_Float(primglow)); } } else { primglow = tex.GetFace((uint)face).Glow; res.Add(new LSL_Float(primglow)); } break; case (int)ScriptBaseClass.PRIM_TEXT: Color4 textColor = part.GetTextColor(); res.Add(new LSL_String(part.Text)); res.Add(new LSL_Vector(textColor.R, textColor.G, textColor.B)); res.Add(new LSL_Float(textColor.A)); break; case (int)ScriptBaseClass.PRIM_NAME: res.Add(new LSL_String(part.Name)); break; case (int)ScriptBaseClass.PRIM_DESC: res.Add(new LSL_String(part.Description)); break; case (int)ScriptBaseClass.PRIM_ROT_LOCAL: res.Add(new LSL_Rotation(part.RotationOffset)); break; case (int)ScriptBaseClass.PRIM_POS_LOCAL: res.Add(new LSL_Vector(GetPartLocalPos(part))); break; case (int)ScriptBaseClass.PRIM_SLICE: PrimType prim_type = part.GetPrimType(); bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING); res.Add(new LSL_Vector( (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0, 1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0, 0 )); break; case (int)ScriptBaseClass.PRIM_LINK_TARGET: // TODO: Should be issuing a runtime script warning in this case. if (remain < 2) return new LSL_List(); return rules.GetSublist(idx, -1); } } return new LSL_List(); }