public DetectParams() { Key = UUID.Zero; OffsetPos = new LSL_Types.Vector3(); LinkNum = 0; Group = UUID.Zero; Name = String.Empty; Owner = UUID.Zero; Position = new LSL_Types.Vector3(); Rotation = new LSL_Types.Quaternion(); Type = 0; Velocity = new LSL_Types.Vector3(); initializeSurfaceTouch(); }
public bool PostObjectEvent(UUID itemID, string name, Object[] p) { SceneObjectPart part = m_Scene.GetSceneObjectPart(itemID); if (part == null) return false; Object[] lsl_p = new Object[p.Length]; for (int i = 0; i < p.Length ; i++) { if (p[i] is int) lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]); else if (p[i] is string) lsl_p[i] = new LSL_Types.LSLString((string)p[i]); else if (p[i] is Vector3) lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); else if (p[i] is Quaternion) lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); else if (p[i] is float) lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); else lsl_p[i] = p[i]; } return PostObjectEvent(part.LocalId, new EventParams(name, lsl_p, new DetectParams[0])); }
public void Populate(Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(Key); if (part == null) // Avatar, maybe? { ScenePresence presence = scene.GetScenePresence(Key); if (presence == null) return; Name = presence.Firstname + " " + presence.Lastname; Owner = Key; Position = new LSL_Types.Vector3(presence.AbsolutePosition); Rotation = new LSL_Types.Quaternion( presence.Rotation.X, presence.Rotation.Y, presence.Rotation.Z, presence.Rotation.W); Velocity = new LSL_Types.Vector3(presence.Velocity); if (presence.PresenceType != PresenceType.Npc) { Type = AGENT; } else { Type = OS_NPC; INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData.SenseAsAgent) { Type |= AGENT; } } if (presence.Velocity != Vector3.Zero) Type |= ACTIVE; Group = presence.ControllingClient.ActiveGroupId; return; } part = part.ParentGroup.RootPart; // We detect objects only LinkNum = 0; // Not relevant Group = part.GroupID; Name = part.Name; Owner = part.OwnerID; if (part.Velocity == Vector3.Zero) Type = PASSIVE; else Type = ACTIVE; foreach (SceneObjectPart p in part.ParentGroup.Parts) { if (p.Inventory.ContainsScripts()) { Type |= SCRIPTED; // Scripted break; } } Position = new LSL_Types.Vector3(part.AbsolutePosition); Quaternion wr = part.ParentGroup.GroupRotation; Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W); Velocity = new LSL_Types.Vector3(part.Velocity); }
private List<SensedEntity> doAgentSensor(SensorInfo ts) { List<SensedEntity> sensedEntities = new List<SensedEntity>(); // If nobody about quit fast if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0) return sensedEntities; SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.GetWorldPosition(); Quaternion q = SensePoint.GetWorldRotation(); if (SensePoint.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); q = avatar.GetWorldRotation() * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); Vector3 toRegionPos; double dis; Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence => { // m_log.DebugFormat( // "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", // presence.Name, presence.PresenceType, ts.name, ts.type); if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc) { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData == null || !npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } if ((ts.type & AGENT) == 0) { if (presence.PresenceType == PresenceType.User) { return; } else { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData != null && npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } } if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0) return; // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID == SensePoint.OwnerID) return; toRegionPos = presence.AbsolutePosition; dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); // Disabled for now since all osNpc* methods check for appropriate ownership permission. // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not // sensed might be useful. // if (presence.PresenceType == PresenceType.Npc && npcModule != null) // { // UUID npcOwner = npcModule.GetOwner(presence.UUID); // if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID) // return; // } // are they in range if (dis <= ts.range) { // Are they in the required angle of view if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3( toRegionPos - fromRegionPos); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj <= ts.arc) { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } else { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } }); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { ScenePresence sp; // Try direct lookup by UUID if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp)) return sensedEntities; senseEntity(sp); } else if (ts.name != null && ts.name != "") { ScenePresence sp; // Try lookup by name will return if/when found if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp)) senseEntity(sp); if ((ts.type & AGENT_BY_USERNAME) != 0) { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence( delegate (ScenePresence ssp) { if (ssp.Lastname == "Resident") { if (ssp.Firstname.ToLower() == ts.name) senseEntity(ssp); return; } if (ssp.Name.Replace(" ", ".").ToLower() == ts.name) senseEntity(ssp); } ); } return sensedEntities; } else { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity); } return sensedEntities; }
public bool PostScriptEvent(UUID itemID, string name, Object[] p) { Object[] lsl_p = new Object[p.Length]; for (int i = 0; i < p.Length ; i++) { if (p[i] is int) lsl_p[i] = new LSL_Types.LSLInteger((int)p[i]); else if (p[i] is string) lsl_p[i] = new LSL_Types.LSLString((string)p[i]); else if (p[i] is Vector3) lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); else if (p[i] is Quaternion) lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); else if (p[i] is float) lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); else lsl_p[i] = p[i]; } return PostScriptEvent(itemID, new EventParams(name, lsl_p, new DetectParams[0])); }
public void TestExplicitCastLSLStringToQuaternion() { TestHelpers.InMethod(); string quaternionString = "<0.00000, 0.70711, 0.00000, 0.70711>"; LSL_Types.LSLString quaternionLSLString = new LSL_Types.LSLString(quaternionString); LSL_Types.Quaternion expectedQuaternion = new LSL_Types.Quaternion(0.0, 0.70711, 0.0, 0.70711); LSL_Types.Quaternion stringQuaternion = (LSL_Types.Quaternion) quaternionString; LSL_Types.Quaternion LSLStringQuaternion = (LSL_Types.Quaternion) quaternionLSLString; Assert.AreEqual(expectedQuaternion, stringQuaternion); Assert.AreEqual(expectedQuaternion, LSLStringQuaternion); }
private List<SensedEntity> doObjectSensor(SensorInfo ts) { List<EntityBase> Entities; List<SensedEntity> sensedEntities = new List<SensedEntity>(); // If this is an object sense by key try to get it directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { EntityBase e = null; m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e); if (e == null) return sensedEntities; Entities = new List<EntityBase>(); Entities.Add(e); } else { Entities = new List<EntityBase>(m_CmdManager.m_ScriptEngine.World.GetEntities()); } SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.GetWorldPosition(); // pre define some things to avoid repeated definitions in the loop body Vector3 toRegionPos; double dis; int objtype; SceneObjectPart part; float dx; float dy; float dz; Quaternion q = SensePoint.GetWorldRotation(); if (SensePoint.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); q = avatar.GetWorldRotation() * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); Vector3 ZeroVector = new Vector3(0, 0, 0); bool nameSearch = (ts.name != null && ts.name != ""); foreach (EntityBase ent in Entities) { bool keep = true; if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search continue; if (ent.IsDeleted) // taken so long to do this it has gone from the scene continue; if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar continue; toRegionPos = ent.AbsolutePosition; // Calculation is in line for speed dx = toRegionPos.X - fromRegionPos.X; dy = toRegionPos.Y - fromRegionPos.Y; dz = toRegionPos.Z - fromRegionPos.Z; // Weed out those that will not fit in a cube the size of the range // no point calculating if they are within a sphere the size of the range // if they arent even in the cube if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range) dis = ts.range + 1.0; else dis = Math.Sqrt(dx * dx + dy * dy + dz * dz); if (keep && dis <= ts.range && ts.host.UUID != ent.UUID) { // In Range and not the object containing the script, is it the right Type ? objtype = 0; part = ((SceneObjectGroup)ent).RootPart; if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore continue; if (part.Inventory.ContainsScripts()) { objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ... } else { if (ent.Velocity.Equals(ZeroVector)) { objtype |= PASSIVE; // Passive non-moving } else { objtype |= ACTIVE; // moving so active } } // If any of the objects attributes match any in the requested scan type if (((ts.type & objtype) != 0)) { // Right type too, what about the other params , key and name ? if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; double dot = LSL_Types.Vector3.Dot(forward_dir, diff); double mag_obj = LSL_Types.Vector3.Mag(diff); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj > ts.arc) keep = false; } if (keep == true) { // add distance for sorting purposes later sensedEntities.Add(new SensedEntity(dis, ent.UUID)); } } } } return sensedEntities; }
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts) { List<ScenePresence> presences; List<SensedEntity> sensedEntities = new List<SensedEntity>(); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID); if (p == null) return sensedEntities; presences = new List<ScenePresence>(); presences.Add(p); } else { presences = new List<ScenePresence>(m_CmdManager.m_ScriptEngine.World.GetScenePresences()); } // If nobody about quit fast if (presences.Count == 0) return sensedEntities; SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.AbsolutePosition; Quaternion q = SensePoint.RotationOffset; LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); bool attached = (SensePoint.AttachmentPoint != 0); bool nameSearch = (ts.name != null && ts.name != ""); Vector3 toRegionPos; double dis; for (int i = 0; i < presences.Count; i++) { ScenePresence presence = presences[i]; bool keep = true; if (presence.IsDeleted) continue; if (presence.IsChildAgent) keep = false; toRegionPos = presence.AbsolutePosition; dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); // are they in range if (keep && dis <= ts.range) { // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID == SensePoint.OwnerID) keep = false; // check the name if needed if (keep && nameSearch && ts.name != presence.Name) keep = false; // Are they in the required angle of view if (keep && ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj > ts.arc) keep = false; } } else { keep = false; } // Do not report gods, not even minor ones if (keep && presence.GodLevel > 0.0) keep = false; if (keep) // add to list with distance { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } // If this is a search by name and we have just found it then no more to do if (nameSearch && ts.name == presence.Name) return sensedEntities; } return sensedEntities; }
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts) { List<SensedEntity> sensedEntities = new List<SensedEntity>(); // If nobody about quit fast if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0) return sensedEntities; SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.AbsolutePosition; Quaternion q = SensePoint.RotationOffset; if (SensePoint.ParentGroup.IsAttachment) { // In attachments, the sensor cone always orients with the // avatar rotation. This may include a nonzero elevation if // in mouselook. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); q = avatar.Rotation; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); Vector3 toRegionPos; double dis; Action<ScenePresence> senseEntity = new Action<ScenePresence>(delegate(ScenePresence presence) { if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0) return; // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID == SensePoint.OwnerID) return; toRegionPos = presence.AbsolutePosition; dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); // are they in range if (dis <= ts.range) { // Are they in the required angle of view if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj <= ts.arc) { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } else { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } }); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { ScenePresence sp; // Try direct lookup by UUID if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp)) return sensedEntities; senseEntity(sp); } else if (ts.name != null && ts.name != "") { ScenePresence sp; // Try lookup by name will return if/when found if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp)) senseEntity(sp); if ((ts.type & AGENT_BY_USERNAME) != 0) { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence( delegate (ScenePresence ssp) { if (ssp.Lastname == "Resident") { if (ssp.Firstname.ToLower() == ts.name) senseEntity(ssp); return; } if (ssp.Name.Replace(" ", ".").ToLower() == ts.name) senseEntity(ssp); } ); } return sensedEntities; } else { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity); } return sensedEntities; }
public void TestGetQuaternionItemForQuaternionItem() { LSL_Types.Quaternion testValue = new LSL_Types.Quaternion(12.64, 59.43723, 765.3421, 4.00987); LSL_Types.list testList = new LSL_Types.list(testValue); Assert.AreEqual(testValue, testList.GetQuaternionItem(0)); }
public LSL_Types.Quaternion SPGetRot(string vPresenceId) { LSL_Types.Quaternion rot = new LSL_Types.Quaternion(0, 0, 0, 1); UUID TempId = new UUID(vPresenceId); ScenePresence temppre = myScriptEngine.World.GetScenePresence(TempId); if (temppre != null) { rot.x = temppre.Rotation.X; rot.y = temppre.Rotation.Y; rot.z = temppre.Rotation.Z; rot.s = temppre.Rotation.W; } return rot; }
public static void Deserialize(string xml, ScriptInstance instance) { XmlDocument doc = new XmlDocument(); Dictionary<string, object> vars = instance.GetVars(); instance.PluginData = new Object[0]; doc.LoadXml(xml); XmlNodeList rootL = doc.GetElementsByTagName("ScriptState"); if (rootL.Count != 1) { return; } XmlNode rootNode = rootL[0]; if (rootNode != null) { object varValue; XmlNodeList partL = rootNode.ChildNodes; instance.Run = true; foreach (XmlNode part in partL) { switch (part.Name) { case "State": instance.State=part.InnerText; break; case "Running": instance.Running=bool.Parse(part.InnerText); break; case "Run": instance.Run = bool.Parse(part.InnerText); break; case "Variables": XmlNodeList varL = part.ChildNodes; foreach (XmlNode var in varL) { string varName; varValue=ReadTypedValue(var, out varName); if (vars.ContainsKey(varName)) vars[varName] = varValue; } instance.SetVars(vars); break; case "Queue": XmlNodeList itemL = part.ChildNodes; foreach (XmlNode item in itemL) { List<Object> parms = new List<Object>(); List<DetectParams> detected = new List<DetectParams>(); string eventName = item.Attributes.GetNamedItem("event").Value; XmlNodeList eventL = item.ChildNodes; foreach (XmlNode evt in eventL) { switch (evt.Name) { case "Params": XmlNodeList prms = evt.ChildNodes; foreach (XmlNode pm in prms) parms.Add(ReadTypedValue(pm)); break; case "Detected": XmlNodeList detL = evt.ChildNodes; foreach (XmlNode det in detL) { string vect = det.Attributes.GetNamedItem( "pos").Value; LSL_Types.Vector3 v = new LSL_Types.Vector3(vect); int d_linkNum=0; UUID d_group = UUID.Zero; string d_name = String.Empty; UUID d_owner = UUID.Zero; LSL_Types.Vector3 d_position = new LSL_Types.Vector3(); LSL_Types.Quaternion d_rotation = new LSL_Types.Quaternion(); int d_type = 0; LSL_Types.Vector3 d_velocity = new LSL_Types.Vector3(); try { string tmp; tmp = det.Attributes.GetNamedItem( "linkNum").Value; int.TryParse(tmp, out d_linkNum); tmp = det.Attributes.GetNamedItem( "group").Value; UUID.TryParse(tmp, out d_group); d_name = det.Attributes.GetNamedItem( "name").Value; tmp = det.Attributes.GetNamedItem( "owner").Value; UUID.TryParse(tmp, out d_owner); tmp = det.Attributes.GetNamedItem( "position").Value; d_position = new LSL_Types.Vector3(tmp); tmp = det.Attributes.GetNamedItem( "rotation").Value; d_rotation = new LSL_Types.Quaternion(tmp); tmp = det.Attributes.GetNamedItem( "type").Value; int.TryParse(tmp, out d_type); tmp = det.Attributes.GetNamedItem( "velocity").Value; d_velocity = new LSL_Types.Vector3(tmp); } catch (Exception) // Old version XML { } UUID uuid = new UUID(); UUID.TryParse(det.InnerText, out uuid); DetectParams d = new DetectParams(); d.Key = uuid; d.OffsetPos = v; d.LinkNum = d_linkNum; d.Group = d_group; d.Name = d_name; d.Owner = d_owner; d.Position = d_position; d.Rotation = d_rotation; d.Type = d_type; d.Velocity = d_velocity; detected.Add(d); } break; } } EventParams ep = new EventParams( eventName, parms.ToArray(), detected.ToArray()); instance.EventQueue.Enqueue(ep); } break; case "Plugins": instance.PluginData = ReadList(part).Data; break; case "Permissions": string tmpPerm; int mask = 0; tmpPerm = part.Attributes.GetNamedItem("mask").Value; if (tmpPerm != null) { int.TryParse(tmpPerm, out mask); if (mask != 0) { tmpPerm = part.Attributes.GetNamedItem("granter").Value; if (tmpPerm != null) { UUID granter = new UUID(); UUID.TryParse(tmpPerm, out granter); if (granter != UUID.Zero) { instance.ScriptTask.PermsMask = mask; instance.ScriptTask.PermsGranter = granter; } } } } break; case "MinEventDelay": double minEventDelay = 0.0; double.TryParse(part.InnerText, NumberStyles.Float, Culture.NumberFormatInfo, out minEventDelay); instance.MinEventDelay = minEventDelay; break; } } } }
public void Populate(Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(Key); if (part == null) // Avatar, maybe? { ScenePresence presence = scene.GetScenePresence(Key); if (presence == null) return; Name = presence.Firstname + " " + presence.Lastname; Owner = Key; Position = new LSL_Types.Vector3( presence.AbsolutePosition.X, presence.AbsolutePosition.Y, presence.AbsolutePosition.Z); Rotation = new LSL_Types.Quaternion( presence.Rotation.X, presence.Rotation.Y, presence.Rotation.Z, presence.Rotation.W); Velocity = new LSL_Types.Vector3( presence.Velocity.X, presence.Velocity.Y, presence.Velocity.Z); Type = 0x01; // Avatar if (presence.Velocity != Vector3.Zero) Type |= 0x02; // Active Group = presence.ControllingClient.ActiveGroupId; return; } part=part.ParentGroup.RootPart; // We detect objects only LinkNum = 0; // Not relevant Group = part.GroupID; Name = part.Name; Owner = part.OwnerID; if (part.Velocity == Vector3.Zero) Type = 0x04; // Passive else Type = 0x02; // Passive foreach (SceneObjectPart p in part.ParentGroup.Parts) { if (p.Inventory.ContainsScripts()) { Type |= 0x08; // Scripted break; } } Position = new LSL_Types.Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); Quaternion wr = part.ParentGroup.GroupRotation; Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W); Velocity = new LSL_Types.Vector3(part.Velocity.X, part.Velocity.Y, part.Velocity.Z); }