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author | Teravus Ovares | 2008-09-25 11:46:05 +0000 |
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committer | Teravus Ovares | 2008-09-25 11:46:05 +0000 |
commit | 4004172106d2f736916bd2b3729edfce43699e1e (patch) | |
tree | a785022360ec66b51a05d7319cb3fe85c2ee145a /OpenSim/Region/Environment/Modules/World/Wind | |
parent | fixes a slight copy and paste bug in OGP module. (diff) | |
download | opensim-SC-4004172106d2f736916bd2b3729edfce43699e1e.zip opensim-SC-4004172106d2f736916bd2b3729edfce43699e1e.tar.gz opensim-SC-4004172106d2f736916bd2b3729edfce43699e1e.tar.bz2 opensim-SC-4004172106d2f736916bd2b3729edfce43699e1e.tar.xz |
* Adds some Wind
* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/World/Wind')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs | 257 |
1 files changed, 257 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs b/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs new file mode 100644 index 0000000..190cc0b --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs | |||
@@ -0,0 +1,257 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using Nini.Config; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Environment.Interfaces; | ||
34 | using OpenSim.Region.Environment.Scenes; | ||
35 | |||
36 | namespace OpenSim.Region.Environment.Modules | ||
37 | { | ||
38 | public class WindModule : IRegionModule | ||
39 | { | ||
40 | |||
41 | private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
42 | |||
43 | private int m_frame = 0; | ||
44 | private int m_frame_mod = 150; | ||
45 | private Random rndnums = new Random(System.Environment.TickCount); | ||
46 | private Scene m_scene = null; | ||
47 | private bool ready = false; | ||
48 | private float[] windarr = new float[256*256]; | ||
49 | |||
50 | private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>(); | ||
51 | |||
52 | // Current time in elpased seconds since Jan 1st 1970 | ||
53 | |||
54 | |||
55 | public void Initialise(Scene scene, IConfigSource config) | ||
56 | { | ||
57 | |||
58 | m_log.Debug("[WIND] Initializing"); | ||
59 | |||
60 | m_scene = scene; | ||
61 | |||
62 | m_frame = 0; | ||
63 | |||
64 | |||
65 | |||
66 | // Align ticks with Second Life | ||
67 | |||
68 | |||
69 | |||
70 | // Just in case they don't have the stanzas | ||
71 | try | ||
72 | { | ||
73 | |||
74 | } | ||
75 | catch (Exception e) | ||
76 | { | ||
77 | m_log.Debug("[WIND] Configuration access failed, using defaults. Reason: " + e.Message); | ||
78 | |||
79 | } | ||
80 | |||
81 | |||
82 | scene.EventManager.OnFrame += WindUpdate; | ||
83 | |||
84 | scene.EventManager.OnMakeChildAgent += MakeChildAgent; | ||
85 | scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; | ||
86 | scene.EventManager.OnClientClosed += ClientLoggedOut; | ||
87 | |||
88 | GenWindPos(); | ||
89 | |||
90 | ready = true; | ||
91 | |||
92 | |||
93 | |||
94 | } | ||
95 | |||
96 | public void PostInitialise() | ||
97 | { | ||
98 | } | ||
99 | |||
100 | public void Close() | ||
101 | { | ||
102 | ready = false; | ||
103 | // Remove our hooks | ||
104 | m_scene.EventManager.OnFrame -= WindUpdate; | ||
105 | // m_scene.EventManager.OnNewClient -= SunToClient; | ||
106 | m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent; | ||
107 | m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel; | ||
108 | m_scene.EventManager.OnClientClosed -= ClientLoggedOut; | ||
109 | } | ||
110 | |||
111 | public string Name | ||
112 | { | ||
113 | get { return "WindModule"; } | ||
114 | } | ||
115 | |||
116 | public bool IsSharedModule | ||
117 | { | ||
118 | get { return false; } | ||
119 | } | ||
120 | |||
121 | public void WindToClient(IClientAPI client) | ||
122 | { | ||
123 | |||
124 | if (ready) | ||
125 | { | ||
126 | //if (!sunFixed) | ||
127 | //GenWindPos(); // Generate shared values once | ||
128 | client.SendWindData(windarr); | ||
129 | m_log.Debug("[WIND] Initial update for new client"); | ||
130 | } | ||
131 | |||
132 | } | ||
133 | |||
134 | public void WindUpdate() | ||
135 | { | ||
136 | if (((m_frame++ % m_frame_mod) != 0) || !ready) | ||
137 | { | ||
138 | return; | ||
139 | } | ||
140 | //m_log.Debug("[WIND]:Regenerating..."); | ||
141 | GenWindPos(); // Generate shared values once | ||
142 | |||
143 | int spotxp = 0; | ||
144 | int spotyp = 0; | ||
145 | int spotxm = 0; | ||
146 | int spotym = 0; | ||
147 | List<ScenePresence> avatars = m_scene.GetAvatars(); | ||
148 | foreach (ScenePresence avatar in avatars) | ||
149 | { | ||
150 | if (!avatar.IsChildAgent) | ||
151 | { | ||
152 | spotxp = (int)avatar.CameraPosition.X + 3; | ||
153 | spotxm = (int)avatar.CameraPosition.X - 3; | ||
154 | spotyp = (int)avatar.CameraPosition.Y + 3; | ||
155 | spotym = (int)avatar.CameraPosition.Y - 3; | ||
156 | if (spotxm < 0) | ||
157 | spotxm = 0; | ||
158 | if (spotym < 0) | ||
159 | spotym = 0; | ||
160 | if (spotxp > 255) | ||
161 | spotxp = 255; | ||
162 | if (spotyp > 255) | ||
163 | spotyp = 255; | ||
164 | for (int x = spotxm; x<spotxp; x++) | ||
165 | { | ||
166 | for (int y = spotym; y<spotyp; y++) | ||
167 | { | ||
168 | avatar.ControllingClient.SendWindData( | ||
169 | x / Constants.TerrainPatchSize, | ||
170 | y / Constants.TerrainPatchSize, | ||
171 | windarr); | ||
172 | } | ||
173 | } | ||
174 | } | ||
175 | } | ||
176 | |||
177 | // set estate settings for region access to sun position | ||
178 | //m_scene.RegionInfo.RegionSettings.SunVector = Position; | ||
179 | //m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime(); | ||
180 | } | ||
181 | public void ForceWindUpdateToAllClients() | ||
182 | { | ||
183 | GenWindPos(); // Generate shared values once | ||
184 | |||
185 | List<ScenePresence> avatars = m_scene.GetAvatars(); | ||
186 | foreach (ScenePresence avatar in avatars) | ||
187 | { | ||
188 | if (!avatar.IsChildAgent) | ||
189 | avatar.ControllingClient.SendWindData(windarr); | ||
190 | } | ||
191 | |||
192 | // set estate settings for region access to sun position | ||
193 | //m_scene.RegionInfo.RegionSettings.SunVector = Position; | ||
194 | //m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime(); | ||
195 | } | ||
196 | /// <summary> | ||
197 | /// Calculate the sun's orbital position and its velocity. | ||
198 | /// </summary> | ||
199 | |||
200 | private void GenWindPos() | ||
201 | { | ||
202 | windarr = new float[256*256]; | ||
203 | for (int x = 0; x < 256; x++) | ||
204 | { | ||
205 | for (int y = 0; y < 256; y++) | ||
206 | { | ||
207 | windarr[y*256 + x]= (float)(rndnums.NextDouble()* 2d - 1d); | ||
208 | } | ||
209 | } | ||
210 | |||
211 | // m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")"); | ||
212 | } | ||
213 | |||
214 | private void ClientLoggedOut(UUID AgentId) | ||
215 | { | ||
216 | lock (m_rootAgents) | ||
217 | { | ||
218 | if (m_rootAgents.ContainsKey(AgentId)) | ||
219 | { | ||
220 | m_rootAgents.Remove(AgentId); | ||
221 | m_log.Info("[WIND]: Removing " + AgentId + ". Agent logged out."); | ||
222 | } | ||
223 | } | ||
224 | } | ||
225 | |||
226 | private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) | ||
227 | { | ||
228 | lock (m_rootAgents) | ||
229 | { | ||
230 | if (m_rootAgents.ContainsKey(avatar.UUID)) | ||
231 | { | ||
232 | m_rootAgents[avatar.UUID] = avatar.RegionHandle; | ||
233 | } | ||
234 | else | ||
235 | { | ||
236 | m_rootAgents.Add(avatar.UUID, avatar.RegionHandle); | ||
237 | WindToClient(avatar.ControllingClient); | ||
238 | } | ||
239 | } | ||
240 | //m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString()); | ||
241 | } | ||
242 | |||
243 | private void MakeChildAgent(ScenePresence avatar) | ||
244 | { | ||
245 | lock (m_rootAgents) | ||
246 | { | ||
247 | if (m_rootAgents.ContainsKey(avatar.UUID)) | ||
248 | { | ||
249 | if (m_rootAgents[avatar.UUID] == avatar.RegionHandle) | ||
250 | { | ||
251 | m_rootAgents.Remove(avatar.UUID); | ||
252 | } | ||
253 | } | ||
254 | } | ||
255 | } | ||
256 | } | ||
257 | } | ||