private SceneObjectPart BuildPrim(IDataReader row)
{
SceneObjectPart prim = new SceneObjectPart();
// depending on the MySQL connector version, CHAR(36) may be already converted to Guid!
prim.UUID = DBGuid.FromDB(row["UUID"]);
prim.CreatorIdentification = (string)row["CreatorID"];
prim.OwnerID = DBGuid.FromDB(row["OwnerID"]);
prim.GroupID = DBGuid.FromDB(row["GroupID"]);
prim.LastOwnerID = DBGuid.FromDB(row["LastOwnerID"]);
if (row["RezzerID"] != DBNull.Value)
prim.RezzerID = DBGuid.FromDB(row["RezzerID"]);
else
prim.RezzerID = UUID.Zero;
// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.CreationDate = (int)row["CreationDate"];
if (row["Name"] != DBNull.Value)
prim.Name = (string)row["Name"];
else
prim.Name = String.Empty;
// Various text fields
prim.Text = (string)row["Text"];
prim.Color = Color.FromArgb((int)row["ColorA"],
(int)row["ColorR"],
(int)row["ColorG"],
(int)row["ColorB"]);
prim.Description = (string)row["Description"];
prim.SitName = (string)row["SitName"];
prim.TouchName = (string)row["TouchName"];
// Permissions
prim.Flags = (PrimFlags)(int)row["ObjectFlags"];
prim.OwnerMask = (uint)(int)row["OwnerMask"];
prim.NextOwnerMask = (uint)(int)row["NextOwnerMask"];
prim.GroupMask = (uint)(int)row["GroupMask"];
prim.EveryoneMask = (uint)(int)row["EveryoneMask"];
prim.BaseMask = (uint)(int)row["BaseMask"];
// Vectors
prim.OffsetPosition = new Vector3(
(float)(double)row["PositionX"],
(float)(double)row["PositionY"],
(float)(double)row["PositionZ"]
);
prim.GroupPosition = new Vector3(
(float)(double)row["GroupPositionX"],
(float)(double)row["GroupPositionY"],
(float)(double)row["GroupPositionZ"]
);
prim.Velocity = new Vector3(
(float)(double)row["VelocityX"],
(float)(double)row["VelocityY"],
(float)(double)row["VelocityZ"]
);
prim.AngularVelocity = new Vector3(
(float)(double)row["AngularVelocityX"],
(float)(double)row["AngularVelocityY"],
(float)(double)row["AngularVelocityZ"]
);
prim.Acceleration = new Vector3(
(float)(double)row["AccelerationX"],
(float)(double)row["AccelerationY"],
(float)(double)row["AccelerationZ"]
);
// quaternions
prim.RotationOffset = new Quaternion(
(float)(double)row["RotationX"],
(float)(double)row["RotationY"],
(float)(double)row["RotationZ"],
(float)(double)row["RotationW"]
);
prim.SitTargetPositionLL = new Vector3(
(float)(double)row["SitTargetOffsetX"],
(float)(double)row["SitTargetOffsetY"],
(float)(double)row["SitTargetOffsetZ"]
);
prim.SitTargetOrientationLL = new Quaternion(
(float)(double)row["SitTargetOrientX"],
(float)(double)row["SitTargetOrientY"],
(float)(double)row["SitTargetOrientZ"],
(float)(double)row["SitTargetOrientW"]
);
prim.PayPrice[0] = (int)row["PayPrice"];
prim.PayPrice[1] = (int)row["PayButton1"];
prim.PayPrice[2] = (int)row["PayButton2"];
prim.PayPrice[3] = (int)row["PayButton3"];
prim.PayPrice[4] = (int)row["PayButton4"];
prim.Sound = DBGuid.FromDB(row["LoopedSound"].ToString());
prim.SoundGain = (float)(double)row["LoopedSoundGain"];
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!(row["TextureAnimation"] is DBNull))
prim.TextureAnimation = (byte[])row["TextureAnimation"];
if (!(row["ParticleSystem"] is DBNull))
prim.ParticleSystem = (byte[])row["ParticleSystem"];
prim.AngularVelocity = new Vector3(
(float)(double)row["OmegaX"],
(float)(double)row["OmegaY"],
(float)(double)row["OmegaZ"]
);
prim.SetCameraEyeOffset(new Vector3(
(float)(double)row["CameraEyeOffsetX"],
(float)(double)row["CameraEyeOffsetY"],
(float)(double)row["CameraEyeOffsetZ"]
));
prim.SetCameraAtOffset(new Vector3(
(float)(double)row["CameraAtOffsetX"],
(float)(double)row["CameraAtOffsetY"],
(float)(double)row["CameraAtOffsetZ"]
));
prim.SetForceMouselook((sbyte)row["ForceMouselook"] != 0);
prim.ScriptAccessPin = (int)row["ScriptAccessPin"];
prim.AllowedDrop = ((sbyte)row["AllowedDrop"] != 0);
prim.DIE_AT_EDGE = ((sbyte)row["DieAtEdge"] != 0);
prim.SalePrice = (int)row["SalePrice"];
prim.ObjectSaleType = unchecked((byte)(sbyte)row["SaleType"]);
prim.Material = unchecked((byte)(sbyte)row["Material"]);
if (!(row["ClickAction"] is DBNull))
prim.ClickAction = unchecked((byte)(sbyte)row["ClickAction"]);
prim.CollisionSound = DBGuid.FromDB(row["CollisionSound"]);
prim.CollisionSoundVolume = (float)(double)row["CollisionSoundVolume"];
prim.PassTouches = ((sbyte)row["PassTouches"] != 0);
prim.PassCollisions = ((sbyte)row["PassCollisions"] != 0);
prim.LinkNum = (int)row["LinkNumber"];
if (!(row["MediaURL"] is System.DBNull))
prim.MediaUrl = (string)row["MediaURL"];
if (!(row["AttachedPosX"] is System.DBNull))
{
prim.AttachedPos = new Vector3(
(float)(double)row["AttachedPosX"],
(float)(double)row["AttachedPosY"],
(float)(double)row["AttachedPosZ"]
);
}
if (!(row["DynAttrs"] is System.DBNull))
prim.DynAttrs = DAMap.FromXml((string)row["DynAttrs"]);
else
prim.DynAttrs = new DAMap();
if (!(row["KeyframeMotion"] is DBNull))
{
Byte[] data = (byte[])row["KeyframeMotion"];
if (data.Length > 0)
prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
else
prim.KeyframeMotion = null;
}
else
{
prim.KeyframeMotion = null;
}
prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
prim.Density = (float)(double)row["Density"];
prim.GravityModifier = (float)(double)row["GravityModifier"];
prim.Friction = (float)(double)row["Friction"];
prim.Restitution = (float)(double)row["Restitution"];
prim.RotationAxisLocks = (byte)Convert.ToInt32(row["RotationAxisLocks"].ToString());
SOPVehicle vehicle = null;
if (row["Vehicle"].ToString() != String.Empty)
{
vehicle = SOPVehicle.FromXml2(row["Vehicle"].ToString());
if (vehicle != null)
prim.VehicleParams = vehicle;
}
return prim;
}