diff options
author | Dan Lake | 2011-07-11 12:23:20 -0700 |
---|---|---|
committer | Dan Lake | 2011-07-11 12:23:20 -0700 |
commit | b9cbe92f30c97d6b402be73c8c6fd8e6894ef05a (patch) | |
tree | 8fd2fa4567e2882e7f5dafdb8cf1de571917f23a /OpenSim/Region | |
parent | Checkin 32 bit bulletsim shared library for Linux. (diff) | |
parent | minor Tack the prim name on the end of the "experimental mesh proxy generatio... (diff) | |
download | opensim-SC-b9cbe92f30c97d6b402be73c8c6fd8e6894ef05a.zip opensim-SC-b9cbe92f30c97d6b402be73c8c6fd8e6894ef05a.tar.gz opensim-SC-b9cbe92f30c97d6b402be73c8c6fd8e6894ef05a.tar.bz2 opensim-SC-b9cbe92f30c97d6b402be73c8c6fd8e6894ef05a.tar.xz |
Merge branch 'master' into bulletsim
Diffstat (limited to 'OpenSim/Region')
57 files changed, 5402 insertions, 4371 deletions
diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs index 2d81ea8..d19852b 100644 --- a/OpenSim/Region/Application/ConfigurationLoader.cs +++ b/OpenSim/Region/Application/ConfigurationLoader.cs | |||
@@ -328,7 +328,7 @@ namespace OpenSim | |||
328 | config.Set("meshing", "Meshmerizer"); | 328 | config.Set("meshing", "Meshmerizer"); |
329 | config.Set("physical_prim", true); | 329 | config.Set("physical_prim", true); |
330 | config.Set("see_into_this_sim_from_neighbor", true); | 330 | config.Set("see_into_this_sim_from_neighbor", true); |
331 | config.Set("serverside_object_permissions", false); | 331 | config.Set("serverside_object_permissions", true); |
332 | config.Set("storage_plugin", "OpenSim.Data.SQLite.dll"); | 332 | config.Set("storage_plugin", "OpenSim.Data.SQLite.dll"); |
333 | config.Set("storage_connection_string", "URI=file:OpenSim.db,version=3"); | 333 | config.Set("storage_connection_string", "URI=file:OpenSim.db,version=3"); |
334 | config.Set("storage_prim_inventories", true); | 334 | config.Set("storage_prim_inventories", true); |
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 95713e9..d3bb0bc 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | |||
@@ -1,10 +1,39 @@ | |||
1 | using System; | 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 OpenSimulator 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; | ||
2 | using System.Collections; | 29 | using System.Collections; |
3 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
4 | using System.IO; | 31 | using System.IO; |
5 | using System.Reflection; | 32 | using System.Reflection; |
33 | using System.Text; | ||
6 | 34 | ||
7 | using OpenMetaverse; | 35 | using OpenMetaverse; |
36 | using OpenMetaverse.StructuredData; | ||
8 | using Nini.Config; | 37 | using Nini.Config; |
9 | using log4net; | 38 | using log4net; |
10 | 39 | ||
@@ -12,11 +41,14 @@ using OpenSim.Framework; | |||
12 | using OpenSim.Framework.Capabilities; | 41 | using OpenSim.Framework.Capabilities; |
13 | using OpenSim.Region.Framework; | 42 | using OpenSim.Region.Framework; |
14 | using OpenSim.Region.Framework.Scenes; | 43 | using OpenSim.Region.Framework.Scenes; |
44 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
15 | using OpenSim.Framework.Servers; | 45 | using OpenSim.Framework.Servers; |
16 | using OpenSim.Framework.Servers.HttpServer; | 46 | using OpenSim.Framework.Servers.HttpServer; |
17 | using OpenSim.Services.Interfaces; | 47 | using OpenSim.Services.Interfaces; |
18 | 48 | ||
19 | using Caps = OpenSim.Framework.Capabilities.Caps; | 49 | using Caps = OpenSim.Framework.Capabilities.Caps; |
50 | using OSDArray = OpenMetaverse.StructuredData.OSDArray; | ||
51 | using OSDMap = OpenMetaverse.StructuredData.OSDMap; | ||
20 | 52 | ||
21 | namespace OpenSim.Region.ClientStack.Linden | 53 | namespace OpenSim.Region.ClientStack.Linden |
22 | { | 54 | { |
@@ -79,7 +111,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
79 | 111 | ||
80 | private bool m_persistBakedTextures = false; | 112 | private bool m_persistBakedTextures = false; |
81 | private IAssetService m_assetService; | 113 | private IAssetService m_assetService; |
82 | private bool m_dumpAssetsToFile; | 114 | private bool m_dumpAssetsToFile = false; |
83 | private string m_regionName; | 115 | private string m_regionName; |
84 | 116 | ||
85 | public BunchOfCaps(Scene scene, Caps caps) | 117 | public BunchOfCaps(Scene scene, Caps caps) |
@@ -439,7 +471,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
439 | } | 471 | } |
440 | 472 | ||
441 | /// <summary> | 473 | /// <summary> |
442 | /// | 474 | /// Convert raw uploaded data into the appropriate asset and item. |
443 | /// </summary> | 475 | /// </summary> |
444 | /// <param name="assetID"></param> | 476 | /// <param name="assetID"></param> |
445 | /// <param name="inventoryItem"></param> | 477 | /// <param name="inventoryItem"></param> |
@@ -448,6 +480,10 @@ namespace OpenSim.Region.ClientStack.Linden | |||
448 | UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, | 480 | UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, |
449 | string assetType) | 481 | string assetType) |
450 | { | 482 | { |
483 | m_log.DebugFormat( | ||
484 | "Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", | ||
485 | assetID, inventoryItem, inventoryType, assetType); | ||
486 | |||
451 | sbyte assType = 0; | 487 | sbyte assType = 0; |
452 | sbyte inType = 0; | 488 | sbyte inType = 0; |
453 | 489 | ||
@@ -474,6 +510,160 @@ namespace OpenSim.Region.ClientStack.Linden | |||
474 | break; | 510 | break; |
475 | } | 511 | } |
476 | } | 512 | } |
513 | else if (inventoryType == "object") | ||
514 | { | ||
515 | inType = (sbyte)InventoryType.Object; | ||
516 | assType = (sbyte)AssetType.Object; | ||
517 | |||
518 | List<Vector3> positions = new List<Vector3>(); | ||
519 | List<Quaternion> rotations = new List<Quaternion>(); | ||
520 | OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data); | ||
521 | OSDArray instance_list = (OSDArray)request["instance_list"]; | ||
522 | OSDArray mesh_list = (OSDArray)request["mesh_list"]; | ||
523 | OSDArray texture_list = (OSDArray)request["texture_list"]; | ||
524 | SceneObjectGroup grp = null; | ||
525 | |||
526 | List<UUID> textures = new List<UUID>(); | ||
527 | for (int i = 0; i < texture_list.Count; i++) | ||
528 | { | ||
529 | AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, ""); | ||
530 | textureAsset.Data = texture_list[i].AsBinary(); | ||
531 | m_assetService.Store(textureAsset); | ||
532 | textures.Add(textureAsset.FullID); | ||
533 | } | ||
534 | |||
535 | for (int i = 0; i < mesh_list.Count; i++) | ||
536 | { | ||
537 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); | ||
538 | |||
539 | Primitive.TextureEntry textureEntry | ||
540 | = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE); | ||
541 | OSDMap inner_instance_list = (OSDMap)instance_list[i]; | ||
542 | |||
543 | OSDArray face_list = (OSDArray)inner_instance_list["face_list"]; | ||
544 | for (uint face = 0; face < face_list.Count; face++) | ||
545 | { | ||
546 | OSDMap faceMap = (OSDMap)face_list[(int)face]; | ||
547 | Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); | ||
548 | if(faceMap.ContainsKey("fullbright")) | ||
549 | f.Fullbright = faceMap["fullbright"].AsBoolean(); | ||
550 | if (faceMap.ContainsKey ("diffuse_color")) | ||
551 | f.RGBA = faceMap["diffuse_color"].AsColor4(); | ||
552 | |||
553 | int textureNum = faceMap["image"].AsInteger(); | ||
554 | float imagerot = faceMap["imagerot"].AsInteger(); | ||
555 | float offsets = (float)faceMap["offsets"].AsReal(); | ||
556 | float offsett = (float)faceMap["offsett"].AsReal(); | ||
557 | float scales = (float)faceMap["scales"].AsReal(); | ||
558 | float scalet = (float)faceMap["scalet"].AsReal(); | ||
559 | |||
560 | if(imagerot != 0) | ||
561 | f.Rotation = imagerot; | ||
562 | |||
563 | if(offsets != 0) | ||
564 | f.OffsetU = offsets; | ||
565 | |||
566 | if (offsett != 0) | ||
567 | f.OffsetV = offsett; | ||
568 | |||
569 | if (scales != 0) | ||
570 | f.RepeatU = scales; | ||
571 | |||
572 | if (scalet != 0) | ||
573 | f.RepeatV = scalet; | ||
574 | |||
575 | if (textures.Count > textureNum) | ||
576 | f.TextureID = textures[textureNum]; | ||
577 | else | ||
578 | f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE; | ||
579 | |||
580 | textureEntry.FaceTextures[face] = f; | ||
581 | } | ||
582 | |||
583 | pbs.TextureEntry = textureEntry.GetBytes(); | ||
584 | |||
585 | AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, ""); | ||
586 | meshAsset.Data = mesh_list[i].AsBinary(); | ||
587 | m_assetService.Store(meshAsset); | ||
588 | |||
589 | pbs.SculptEntry = true; | ||
590 | pbs.SculptTexture = meshAsset.FullID; | ||
591 | pbs.SculptType = (byte)SculptType.Mesh; | ||
592 | pbs.SculptData = meshAsset.Data; | ||
593 | |||
594 | Vector3 position = inner_instance_list["position"].AsVector3(); | ||
595 | Vector3 scale = inner_instance_list["scale"].AsVector3(); | ||
596 | Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); | ||
597 | |||
598 | // no longer used - begin ------------------------ | ||
599 | // int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger(); | ||
600 | // int material = inner_instance_list["material"].AsInteger(); | ||
601 | // int mesh = inner_instance_list["mesh"].AsInteger(); | ||
602 | |||
603 | // OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; | ||
604 | // int base_mask = permissions["base_mask"].AsInteger(); | ||
605 | // int everyone_mask = permissions["everyone_mask"].AsInteger(); | ||
606 | // UUID creator_id = permissions["creator_id"].AsUUID(); | ||
607 | // UUID group_id = permissions["group_id"].AsUUID(); | ||
608 | // int group_mask = permissions["group_mask"].AsInteger(); | ||
609 | // bool is_owner_group = permissions["is_owner_group"].AsBoolean(); | ||
610 | // UUID last_owner_id = permissions["last_owner_id"].AsUUID(); | ||
611 | // int next_owner_mask = permissions["next_owner_mask"].AsInteger(); | ||
612 | // UUID owner_id = permissions["owner_id"].AsUUID(); | ||
613 | // int owner_mask = permissions["owner_mask"].AsInteger(); | ||
614 | // no longer used - end ------------------------ | ||
615 | |||
616 | UUID owner_id = m_HostCapsObj.AgentID; | ||
617 | |||
618 | SceneObjectPart prim | ||
619 | = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); | ||
620 | |||
621 | prim.Scale = scale; | ||
622 | prim.OffsetPosition = position; | ||
623 | rotations.Add(rotation); | ||
624 | positions.Add(position); | ||
625 | prim.UUID = UUID.Random(); | ||
626 | prim.CreatorID = owner_id; | ||
627 | prim.OwnerID = owner_id; | ||
628 | prim.GroupID = UUID.Zero; | ||
629 | prim.LastOwnerID = prim.OwnerID; | ||
630 | prim.CreationDate = Util.UnixTimeSinceEpoch(); | ||
631 | prim.Name = assetName; | ||
632 | prim.Description = ""; | ||
633 | |||
634 | // prim.BaseMask = (uint)base_mask; | ||
635 | // prim.EveryoneMask = (uint)everyone_mask; | ||
636 | // prim.GroupMask = (uint)group_mask; | ||
637 | // prim.NextOwnerMask = (uint)next_owner_mask; | ||
638 | // prim.OwnerMask = (uint)owner_mask; | ||
639 | |||
640 | if (grp == null) | ||
641 | grp = new SceneObjectGroup(prim); | ||
642 | else | ||
643 | grp.AddPart(prim); | ||
644 | } | ||
645 | |||
646 | // Fix first link number | ||
647 | if (grp.Parts.Length > 1) | ||
648 | grp.RootPart.LinkNum++; | ||
649 | |||
650 | Vector3 rootPos = positions[0]; | ||
651 | grp.AbsolutePosition = rootPos; | ||
652 | for (int i = 0; i < positions.Count; i++) | ||
653 | { | ||
654 | Vector3 offset = positions[i] - rootPos; | ||
655 | grp.Parts[i].OffsetPosition = offset; | ||
656 | } | ||
657 | |||
658 | for (int i = 0; i < rotations.Count; i++) | ||
659 | { | ||
660 | if (i != 0) | ||
661 | grp.Parts[i].RotationOffset = rotations[i]; | ||
662 | } | ||
663 | |||
664 | grp.UpdateGroupRotationR(rotations[0]); | ||
665 | data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp)); | ||
666 | } | ||
477 | 667 | ||
478 | AssetBase asset; | 668 | AssetBase asset; |
479 | asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); | 669 | asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); |
@@ -506,8 +696,6 @@ namespace OpenSim.Region.ClientStack.Linden | |||
506 | } | 696 | } |
507 | } | 697 | } |
508 | 698 | ||
509 | |||
510 | |||
511 | /// <summary> | 699 | /// <summary> |
512 | /// | 700 | /// |
513 | /// </summary> | 701 | /// </summary> |
@@ -632,7 +820,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
632 | } | 820 | } |
633 | 821 | ||
634 | /// <summary> | 822 | /// <summary> |
635 | /// | 823 | /// Handle raw asset upload data via the capability. |
636 | /// </summary> | 824 | /// </summary> |
637 | /// <param name="data"></param> | 825 | /// <param name="data"></param> |
638 | /// <param name="path"></param> | 826 | /// <param name="path"></param> |
@@ -670,6 +858,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
670 | 858 | ||
671 | return res; | 859 | return res; |
672 | } | 860 | } |
861 | |||
673 | ///Left this in and commented in case there are unforseen issues | 862 | ///Left this in and commented in case there are unforseen issues |
674 | //private void SaveAssetToFile(string filename, byte[] data) | 863 | //private void SaveAssetToFile(string filename, byte[] data) |
675 | //{ | 864 | //{ |
@@ -679,6 +868,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
679 | // bw.Close(); | 868 | // bw.Close(); |
680 | // fs.Close(); | 869 | // fs.Close(); |
681 | //} | 870 | //} |
871 | |||
682 | private static void SaveAssetToFile(string filename, byte[] data) | 872 | private static void SaveAssetToFile(string filename, byte[] data) |
683 | { | 873 | { |
684 | string assetPath = "UserAssets"; | 874 | string assetPath = "UserAssets"; |
@@ -719,7 +909,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
719 | } | 909 | } |
720 | 910 | ||
721 | /// <summary> | 911 | /// <summary> |
722 | /// | 912 | /// Handle raw uploaded asset data. |
723 | /// </summary> | 913 | /// </summary> |
724 | /// <param name="data"></param> | 914 | /// <param name="data"></param> |
725 | /// <param name="path"></param> | 915 | /// <param name="path"></param> |
@@ -752,6 +942,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
752 | 942 | ||
753 | return res; | 943 | return res; |
754 | } | 944 | } |
945 | |||
755 | ///Left this in and commented in case there are unforseen issues | 946 | ///Left this in and commented in case there are unforseen issues |
756 | //private void SaveAssetToFile(string filename, byte[] data) | 947 | //private void SaveAssetToFile(string filename, byte[] data) |
757 | //{ | 948 | //{ |
@@ -761,6 +952,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
761 | // bw.Close(); | 952 | // bw.Close(); |
762 | // fs.Close(); | 953 | // fs.Close(); |
763 | //} | 954 | //} |
955 | |||
764 | private static void SaveAssetToFile(string filename, byte[] data) | 956 | private static void SaveAssetToFile(string filename, byte[] data) |
765 | { | 957 | { |
766 | string assetPath = "UserAssets"; | 958 | string assetPath = "UserAssets"; |
@@ -839,7 +1031,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
839 | uploadComplete.new_asset = inventoryItemID; | 1031 | uploadComplete.new_asset = inventoryItemID; |
840 | uploadComplete.compiled = errors.Count > 0 ? false : true; | 1032 | uploadComplete.compiled = errors.Count > 0 ? false : true; |
841 | uploadComplete.state = "complete"; | 1033 | uploadComplete.state = "complete"; |
842 | uploadComplete.errors = new OSDArray(); | 1034 | uploadComplete.errors = new OpenSim.Framework.Capabilities.OSDArray(); |
843 | uploadComplete.errors.Array = errors; | 1035 | uploadComplete.errors.Array = errors; |
844 | 1036 | ||
845 | res = LLSDHelpers.SerialiseLLSDReply(uploadComplete); | 1037 | res = LLSDHelpers.SerialiseLLSDReply(uploadComplete); |
@@ -905,7 +1097,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
905 | } | 1097 | } |
906 | 1098 | ||
907 | /// <summary> | 1099 | /// <summary> |
908 | /// | 1100 | /// Handle raw uploaded baked texture data. |
909 | /// </summary> | 1101 | /// </summary> |
910 | /// <param name="data"></param> | 1102 | /// <param name="data"></param> |
911 | /// <param name="path"></param> | 1103 | /// <param name="path"></param> |
@@ -935,4 +1127,4 @@ namespace OpenSim.Region.ClientStack.Linden | |||
935 | } | 1127 | } |
936 | } | 1128 | } |
937 | 1129 | ||
938 | } | 1130 | } \ No newline at end of file |
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs new file mode 100644 index 0000000..c9d7ae1 --- /dev/null +++ b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs | |||
@@ -0,0 +1,149 @@ | |||
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 OpenSimulator 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; | ||
30 | using System.Reflection; | ||
31 | using log4net; | ||
32 | using Nini.Config; | ||
33 | using Mono.Addins; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.StructuredData; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Framework.Servers.HttpServer; | ||
38 | using OpenSim.Region.Framework.Interfaces; | ||
39 | using OpenSim.Region.Framework.Scenes; | ||
40 | using OpenSim.Services.Interfaces; | ||
41 | using Caps = OpenSim.Framework.Capabilities.Caps; | ||
42 | |||
43 | namespace OpenSim.Region.ClientStack.Linden | ||
44 | { | ||
45 | /// <summary> | ||
46 | /// MeshUploadFlag capability. This is required for uploading Mesh. | ||
47 | /// </summary> | ||
48 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] | ||
49 | public class MeshUploadFlagModule : INonSharedRegionModule | ||
50 | { | ||
51 | private static readonly ILog m_log = | ||
52 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
53 | |||
54 | /// <summary> | ||
55 | /// Is this module enabled? | ||
56 | /// </summary> | ||
57 | public bool Enabled { get; private set; } | ||
58 | |||
59 | private Scene m_scene; | ||
60 | private UUID m_agentID; | ||
61 | |||
62 | #region ISharedRegionModule Members | ||
63 | |||
64 | public MeshUploadFlagModule() | ||
65 | { | ||
66 | Enabled = true; | ||
67 | } | ||
68 | |||
69 | public void Initialise(IConfigSource source) | ||
70 | { | ||
71 | IConfig config = source.Configs["Mesh"]; | ||
72 | if (config == null) | ||
73 | { | ||
74 | return; | ||
75 | } | ||
76 | else | ||
77 | { | ||
78 | Enabled = config.GetBoolean("AllowMeshUpload", Enabled); | ||
79 | } | ||
80 | } | ||
81 | |||
82 | public void AddRegion(Scene s) | ||
83 | { | ||
84 | if (!Enabled) | ||
85 | return; | ||
86 | |||
87 | m_scene = s; | ||
88 | m_scene.EventManager.OnRegisterCaps += RegisterCaps; | ||
89 | } | ||
90 | |||
91 | public void RemoveRegion(Scene s) | ||
92 | { | ||
93 | if (!Enabled) | ||
94 | return; | ||
95 | |||
96 | m_scene.EventManager.OnRegisterCaps -= RegisterCaps; | ||
97 | } | ||
98 | |||
99 | public void RegionLoaded(Scene s) | ||
100 | { | ||
101 | } | ||
102 | |||
103 | public void PostInitialise() | ||
104 | { | ||
105 | } | ||
106 | |||
107 | public void Close() { } | ||
108 | |||
109 | public string Name { get { return "MeshUploadFlagModule"; } } | ||
110 | |||
111 | public Type ReplaceableInterface | ||
112 | { | ||
113 | get { return null; } | ||
114 | } | ||
115 | |||
116 | #endregion | ||
117 | |||
118 | public void RegisterCaps(UUID agentID, Caps caps) | ||
119 | { | ||
120 | IRequestHandler reqHandler = new RestHTTPHandler("GET", "/CAPS/" + UUID.Random(), MeshUploadFlag); | ||
121 | caps.RegisterHandler("MeshUploadFlag", reqHandler); | ||
122 | m_agentID = agentID; | ||
123 | } | ||
124 | |||
125 | private Hashtable MeshUploadFlag(Hashtable mDhttpMethod) | ||
126 | { | ||
127 | m_log.DebugFormat("[SIMULATOR FEATURES MODULE]: MeshUploadFlag request"); | ||
128 | |||
129 | OSDMap data = new OSDMap(); | ||
130 | ScenePresence sp = m_scene.GetScenePresence(m_agentID); | ||
131 | data["username"] = sp.Firstname + "." + sp.Lastname; | ||
132 | data["display_name_next_update"] = new OSDDate(DateTime.Now); | ||
133 | data["legacy_first_name"] = sp.Firstname; | ||
134 | data["mesh_upload_status"] = "valid"; | ||
135 | data["display_name"] = sp.Firstname + " " + sp.Lastname; | ||
136 | data["legacy_last_name"] = sp.Lastname; | ||
137 | data["id"] = m_agentID; | ||
138 | data["is_display_name_default"] = true; | ||
139 | |||
140 | //Send back data | ||
141 | Hashtable responsedata = new Hashtable(); | ||
142 | responsedata["int_response_code"] = 200; | ||
143 | responsedata["content_type"] = "text/plain"; | ||
144 | responsedata["keepalive"] = false; | ||
145 | responsedata["str_response_string"] = OSDParser.SerializeLLSDXmlString(data); | ||
146 | return responsedata; | ||
147 | } | ||
148 | } | ||
149 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs index 3809f84..15ed3b3 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs | |||
@@ -250,11 +250,9 @@ namespace OpenSim.Region.ClientStack.Linden | |||
250 | case 0x40: | 250 | case 0x40: |
251 | pbs.ReadProjectionData(extraParam.ExtraParamData, 0); | 251 | pbs.ReadProjectionData(extraParam.ExtraParamData, 0); |
252 | break; | 252 | break; |
253 | |||
254 | } | 253 | } |
255 | |||
256 | |||
257 | } | 254 | } |
255 | |||
258 | pbs.PathBegin = (ushort) obj.PathBegin; | 256 | pbs.PathBegin = (ushort) obj.PathBegin; |
259 | pbs.PathCurve = (byte) obj.PathCurve; | 257 | pbs.PathCurve = (byte) obj.PathCurve; |
260 | pbs.PathEnd = (ushort) obj.PathEnd; | 258 | pbs.PathEnd = (ushort) obj.PathEnd; |
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index f53e236..c176c2b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -7548,13 +7548,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
7548 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); | 7548 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); |
7549 | if (invAccess != null) | 7549 | if (invAccess != null) |
7550 | { | 7550 | { |
7551 | if (!invAccess.GetAgentInventoryItem(this, itemID, requestID)) | 7551 | if (!invAccess.CanGetAgentInventoryItem(this, itemID, requestID)) |
7552 | return false; | 7552 | return false; |
7553 | |||
7554 | } | 7553 | } |
7555 | else | 7554 | else |
7555 | { | ||
7556 | return false; | 7556 | return false; |
7557 | 7557 | } | |
7558 | } | 7558 | } |
7559 | } | 7559 | } |
7560 | } | 7560 | } |
@@ -7568,7 +7568,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
7568 | { | 7568 | { |
7569 | AssetUploadRequestPacket request = (AssetUploadRequestPacket)Pack; | 7569 | AssetUploadRequestPacket request = (AssetUploadRequestPacket)Pack; |
7570 | 7570 | ||
7571 | |||
7572 | // m_log.Debug("upload request " + request.ToString()); | 7571 | // m_log.Debug("upload request " + request.ToString()); |
7573 | // m_log.Debug("upload request was for assetid: " + request.AssetBlock.TransactionID.Combine(this.SecureSessionId).ToString()); | 7572 | // m_log.Debug("upload request was for assetid: " + request.AssetBlock.TransactionID.Combine(this.SecureSessionId).ToString()); |
7574 | UUID temp = UUID.Combine(request.AssetBlock.TransactionID, SecureSessionId); | 7573 | UUID temp = UUID.Combine(request.AssetBlock.TransactionID, SecureSessionId); |
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 48ee277..2b3f7f5 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -86,6 +86,8 @@ namespace Flotsam.RegionModules.AssetCache | |||
86 | private List<string> m_CurrentlyWriting = new List<string>(); | 86 | private List<string> m_CurrentlyWriting = new List<string>(); |
87 | #endif | 87 | #endif |
88 | 88 | ||
89 | private bool m_FileCacheEnabled = true; | ||
90 | |||
89 | private ExpiringCache<string, AssetBase> m_MemoryCache; | 91 | private ExpiringCache<string, AssetBase> m_MemoryCache; |
90 | private bool m_MemoryCacheEnabled = false; | 92 | private bool m_MemoryCacheEnabled = false; |
91 | 93 | ||
@@ -146,6 +148,7 @@ namespace Flotsam.RegionModules.AssetCache | |||
146 | } | 148 | } |
147 | else | 149 | else |
148 | { | 150 | { |
151 | m_FileCacheEnabled = assetConfig.GetBoolean("FileCacheEnabled", m_FileCacheEnabled); | ||
149 | m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory); | 152 | m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory); |
150 | 153 | ||
151 | m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled); | 154 | m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", m_MemoryCacheEnabled); |
@@ -173,7 +176,7 @@ namespace Flotsam.RegionModules.AssetCache | |||
173 | 176 | ||
174 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); | 177 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); |
175 | 178 | ||
176 | if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero)) | 179 | if (m_FileCacheEnabled && (m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero)) |
177 | { | 180 | { |
178 | m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds); | 181 | m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds); |
179 | m_CacheCleanTimer.AutoReset = true; | 182 | m_CacheCleanTimer.AutoReset = true; |
@@ -226,7 +229,6 @@ namespace Flotsam.RegionModules.AssetCache | |||
226 | if (m_AssetService == null) | 229 | if (m_AssetService == null) |
227 | { | 230 | { |
228 | m_AssetService = scene.RequestModuleInterface<IAssetService>(); | 231 | m_AssetService = scene.RequestModuleInterface<IAssetService>(); |
229 | |||
230 | } | 232 | } |
231 | } | 233 | } |
232 | } | 234 | } |
@@ -250,138 +252,171 @@ namespace Flotsam.RegionModules.AssetCache | |||
250 | 252 | ||
251 | private void UpdateMemoryCache(string key, AssetBase asset) | 253 | private void UpdateMemoryCache(string key, AssetBase asset) |
252 | { | 254 | { |
253 | if (m_MemoryCacheEnabled) | 255 | m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration); |
254 | m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration); | ||
255 | } | 256 | } |
256 | 257 | ||
257 | public void Cache(AssetBase asset) | 258 | private void UpdateFileCache(string key, AssetBase asset) |
258 | { | 259 | { |
259 | // TODO: Spawn this off to some seperate thread to do the actual writing | 260 | string filename = GetFileName(asset.ID); |
260 | if (asset != null) | ||
261 | { | ||
262 | UpdateMemoryCache(asset.ID, asset); | ||
263 | |||
264 | string filename = GetFileName(asset.ID); | ||
265 | 261 | ||
266 | try | 262 | try |
263 | { | ||
264 | // If the file is already cached, don't cache it, just touch it so access time is updated | ||
265 | if (File.Exists(filename)) | ||
267 | { | 266 | { |
268 | // If the file is already cached, don't cache it, just touch it so access time is updated | 267 | File.SetLastAccessTime(filename, DateTime.Now); |
269 | if (File.Exists(filename)) | 268 | } |
269 | else | ||
270 | { | ||
271 | // Once we start writing, make sure we flag that we're writing | ||
272 | // that object to the cache so that we don't try to write the | ||
273 | // same file multiple times. | ||
274 | lock (m_CurrentlyWriting) | ||
270 | { | 275 | { |
271 | File.SetLastAccessTime(filename, DateTime.Now); | ||
272 | } else { | ||
273 | |||
274 | // Once we start writing, make sure we flag that we're writing | ||
275 | // that object to the cache so that we don't try to write the | ||
276 | // same file multiple times. | ||
277 | lock (m_CurrentlyWriting) | ||
278 | { | ||
279 | #if WAIT_ON_INPROGRESS_REQUESTS | 276 | #if WAIT_ON_INPROGRESS_REQUESTS |
280 | if (m_CurrentlyWriting.ContainsKey(filename)) | 277 | if (m_CurrentlyWriting.ContainsKey(filename)) |
281 | { | 278 | { |
282 | return; | 279 | return; |
283 | } | 280 | } |
284 | else | 281 | else |
285 | { | 282 | { |
286 | m_CurrentlyWriting.Add(filename, new ManualResetEvent(false)); | 283 | m_CurrentlyWriting.Add(filename, new ManualResetEvent(false)); |
287 | } | 284 | } |
288 | 285 | ||
289 | #else | 286 | #else |
290 | if (m_CurrentlyWriting.Contains(filename)) | 287 | if (m_CurrentlyWriting.Contains(filename)) |
291 | { | 288 | { |
292 | return; | 289 | return; |
293 | } | ||
294 | else | ||
295 | { | ||
296 | m_CurrentlyWriting.Add(filename); | ||
297 | } | ||
298 | #endif | ||
299 | |||
300 | } | 290 | } |
301 | 291 | else | |
302 | Util.FireAndForget( | 292 | { |
303 | delegate { WriteFileCache(filename, asset); }); | 293 | m_CurrentlyWriting.Add(filename); |
294 | } | ||
295 | #endif | ||
304 | } | 296 | } |
305 | } | 297 | |
306 | catch (Exception e) | 298 | Util.FireAndForget( |
307 | { | 299 | delegate { WriteFileCache(filename, asset); }); |
308 | LogException(e); | ||
309 | } | 300 | } |
310 | } | 301 | } |
302 | catch (Exception e) | ||
303 | { | ||
304 | LogException(e); | ||
305 | } | ||
311 | } | 306 | } |
312 | 307 | ||
313 | public AssetBase Get(string id) | 308 | public void Cache(AssetBase asset) |
314 | { | 309 | { |
315 | m_Requests++; | 310 | // TODO: Spawn this off to some seperate thread to do the actual writing |
311 | if (asset != null) | ||
312 | { | ||
313 | //m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Caching asset with id {0}", asset.ID); | ||
314 | |||
315 | if (m_MemoryCacheEnabled) | ||
316 | UpdateMemoryCache(asset.ID, asset); | ||
317 | |||
318 | if (m_FileCacheEnabled) | ||
319 | UpdateFileCache(asset.ID, asset); | ||
320 | } | ||
321 | } | ||
316 | 322 | ||
323 | /// <summary> | ||
324 | /// Try to get an asset from the in-memory cache. | ||
325 | /// </summary> | ||
326 | /// <param name="id"></param> | ||
327 | /// <returns></returns> | ||
328 | private AssetBase GetFromMemoryCache(string id) | ||
329 | { | ||
317 | AssetBase asset = null; | 330 | AssetBase asset = null; |
318 | 331 | ||
319 | if (m_MemoryCacheEnabled && m_MemoryCache.TryGetValue(id, out asset)) | 332 | if (m_MemoryCache.TryGetValue(id, out asset)) |
320 | { | ||
321 | m_MemoryHits++; | 333 | m_MemoryHits++; |
322 | } | 334 | |
323 | else | 335 | return asset; |
336 | } | ||
337 | |||
338 | /// <summary> | ||
339 | /// Try to get an asset from the file cache. | ||
340 | /// </summary> | ||
341 | /// <param name="id"></param> | ||
342 | /// <returns></returns> | ||
343 | private AssetBase GetFromFileCache(string id) | ||
344 | { | ||
345 | AssetBase asset = null; | ||
346 | |||
347 | string filename = GetFileName(id); | ||
348 | if (File.Exists(filename)) | ||
324 | { | 349 | { |
325 | string filename = GetFileName(id); | 350 | FileStream stream = null; |
326 | if (File.Exists(filename)) | 351 | try |
327 | { | 352 | { |
328 | FileStream stream = null; | 353 | stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read); |
329 | try | 354 | BinaryFormatter bformatter = new BinaryFormatter(); |
330 | { | ||
331 | stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read); | ||
332 | BinaryFormatter bformatter = new BinaryFormatter(); | ||
333 | 355 | ||
334 | asset = (AssetBase)bformatter.Deserialize(stream); | 356 | asset = (AssetBase)bformatter.Deserialize(stream); |
335 | 357 | ||
336 | UpdateMemoryCache(id, asset); | 358 | UpdateMemoryCache(id, asset); |
337 | 359 | ||
338 | m_DiskHits++; | 360 | m_DiskHits++; |
339 | } | 361 | } |
340 | catch (System.Runtime.Serialization.SerializationException e) | 362 | catch (System.Runtime.Serialization.SerializationException e) |
341 | { | 363 | { |
342 | LogException(e); | 364 | LogException(e); |
343 | 365 | ||
344 | // If there was a problem deserializing the asset, the asset may | 366 | // If there was a problem deserializing the asset, the asset may |
345 | // either be corrupted OR was serialized under an old format | 367 | // either be corrupted OR was serialized under an old format |
346 | // {different version of AssetBase} -- we should attempt to | 368 | // {different version of AssetBase} -- we should attempt to |
347 | // delete it and re-cache | 369 | // delete it and re-cache |
348 | File.Delete(filename); | 370 | File.Delete(filename); |
349 | } | 371 | } |
350 | catch (Exception e) | 372 | catch (Exception e) |
351 | { | 373 | { |
352 | LogException(e); | 374 | LogException(e); |
353 | } | 375 | } |
354 | finally | 376 | finally |
355 | { | 377 | { |
356 | if (stream != null) | 378 | if (stream != null) |
357 | stream.Close(); | 379 | stream.Close(); |
358 | } | ||
359 | } | 380 | } |
381 | } | ||
360 | 382 | ||
361 | 383 | ||
362 | #if WAIT_ON_INPROGRESS_REQUESTS | 384 | #if WAIT_ON_INPROGRESS_REQUESTS |
363 | // Check if we're already downloading this asset. If so, try to wait for it to | 385 | // Check if we're already downloading this asset. If so, try to wait for it to |
364 | // download. | 386 | // download. |
365 | if (m_WaitOnInprogressTimeout > 0) | 387 | if (m_WaitOnInprogressTimeout > 0) |
366 | { | 388 | { |
367 | m_RequestsForInprogress++; | 389 | m_RequestsForInprogress++; |
368 | 390 | ||
369 | ManualResetEvent waitEvent; | 391 | ManualResetEvent waitEvent; |
370 | if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent)) | 392 | if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent)) |
371 | { | ||
372 | waitEvent.WaitOne(m_WaitOnInprogressTimeout); | ||
373 | return Get(id); | ||
374 | } | ||
375 | } | ||
376 | #else | ||
377 | // Track how often we have the problem that an asset is requested while | ||
378 | // it is still being downloaded by a previous request. | ||
379 | if (m_CurrentlyWriting.Contains(filename)) | ||
380 | { | 393 | { |
381 | m_RequestsForInprogress++; | 394 | waitEvent.WaitOne(m_WaitOnInprogressTimeout); |
395 | return Get(id); | ||
382 | } | 396 | } |
383 | #endif | ||
384 | } | 397 | } |
398 | #else | ||
399 | // Track how often we have the problem that an asset is requested while | ||
400 | // it is still being downloaded by a previous request. | ||
401 | if (m_CurrentlyWriting.Contains(filename)) | ||
402 | { | ||
403 | m_RequestsForInprogress++; | ||
404 | } | ||
405 | #endif | ||
406 | |||
407 | return asset; | ||
408 | } | ||
409 | |||
410 | public AssetBase Get(string id) | ||
411 | { | ||
412 | m_Requests++; | ||
413 | |||
414 | AssetBase asset = null; | ||
415 | |||
416 | if (m_MemoryCacheEnabled) | ||
417 | asset = GetFromMemoryCache(id); | ||
418 | else if (m_FileCacheEnabled) | ||
419 | asset = GetFromFileCache(id); | ||
385 | 420 | ||
386 | if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0)) | 421 | if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0)) |
387 | { | 422 | { |
@@ -415,10 +450,13 @@ namespace Flotsam.RegionModules.AssetCache | |||
415 | 450 | ||
416 | try | 451 | try |
417 | { | 452 | { |
418 | string filename = GetFileName(id); | 453 | if (m_FileCacheEnabled) |
419 | if (File.Exists(filename)) | ||
420 | { | 454 | { |
421 | File.Delete(filename); | 455 | string filename = GetFileName(id); |
456 | if (File.Exists(filename)) | ||
457 | { | ||
458 | File.Delete(filename); | ||
459 | } | ||
422 | } | 460 | } |
423 | 461 | ||
424 | if (m_MemoryCacheEnabled) | 462 | if (m_MemoryCacheEnabled) |
@@ -433,11 +471,14 @@ namespace Flotsam.RegionModules.AssetCache | |||
433 | public void Clear() | 471 | public void Clear() |
434 | { | 472 | { |
435 | if (m_LogLevel >= 2) | 473 | if (m_LogLevel >= 2) |
436 | m_log.Debug("[FLOTSAM ASSET CACHE]: Clearing Cache."); | 474 | m_log.Debug("[FLOTSAM ASSET CACHE]: Clearing caches."); |
437 | 475 | ||
438 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) | 476 | if (m_FileCacheEnabled) |
439 | { | 477 | { |
440 | Directory.Delete(dir); | 478 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) |
479 | { | ||
480 | Directory.Delete(dir); | ||
481 | } | ||
441 | } | 482 | } |
442 | 483 | ||
443 | if (m_MemoryCacheEnabled) | 484 | if (m_MemoryCacheEnabled) |
@@ -472,9 +513,9 @@ namespace Flotsam.RegionModules.AssetCache | |||
472 | /// removes empty tier directories. | 513 | /// removes empty tier directories. |
473 | /// </summary> | 514 | /// </summary> |
474 | /// <param name="dir"></param> | 515 | /// <param name="dir"></param> |
516 | /// <param name="purgeLine"></param> | ||
475 | private void CleanExpiredFiles(string dir, DateTime purgeLine) | 517 | private void CleanExpiredFiles(string dir, DateTime purgeLine) |
476 | { | 518 | { |
477 | |||
478 | foreach (string file in Directory.GetFiles(dir)) | 519 | foreach (string file in Directory.GetFiles(dir)) |
479 | { | 520 | { |
480 | if (File.GetLastAccessTime(file) < purgeLine) | 521 | if (File.GetLastAccessTime(file) < purgeLine) |
@@ -712,18 +753,28 @@ namespace Flotsam.RegionModules.AssetCache | |||
712 | switch (cmd) | 753 | switch (cmd) |
713 | { | 754 | { |
714 | case "status": | 755 | case "status": |
715 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] Memory Cache : {0} assets", m_MemoryCache.Count); | 756 | if (m_MemoryCacheEnabled) |
716 | 757 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Memory Cache : {0} assets", m_MemoryCache.Count); | |
717 | int fileCount = GetFileCacheCount(m_CacheDirectory); | 758 | else |
718 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount); | 759 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Memory cache disabled"); |
719 | 760 | ||
720 | foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac")) | 761 | if (m_FileCacheEnabled) |
721 | { | 762 | { |
722 | m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:"); | 763 | int fileCount = GetFileCacheCount(m_CacheDirectory); |
723 | 764 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: File Cache : {0} assets", fileCount); | |
724 | string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac",""); | 765 | |
725 | DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s); | 766 | foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac")) |
726 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss")); | 767 | { |
768 | m_log.Info("[FLOTSAM ASSET CACHE]: Deep Scans were performed on the following regions:"); | ||
769 | |||
770 | string RegionID = s.Remove(0,s.IndexOf("_")).Replace(".fac",""); | ||
771 | DateTime RegionDeepScanTMStamp = File.GetLastWriteTime(s); | ||
772 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Region: {0}, {1}", RegionID, RegionDeepScanTMStamp.ToString("MM/dd/yyyy hh:mm:ss")); | ||
773 | } | ||
774 | } | ||
775 | else | ||
776 | { | ||
777 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: File cache disabled"); | ||
727 | } | 778 | } |
728 | 779 | ||
729 | break; | 780 | break; |
@@ -731,7 +782,7 @@ namespace Flotsam.RegionModules.AssetCache | |||
731 | case "clear": | 782 | case "clear": |
732 | if (cmdparams.Length < 2) | 783 | if (cmdparams.Length < 2) |
733 | { | 784 | { |
734 | m_log.Warn("[FLOTSAM ASSET CACHE] Usage is fcache clear [file] [memory]"); | 785 | m_log.Warn("[FLOTSAM ASSET CACHE]: Usage is fcache clear [file] [memory]"); |
735 | break; | 786 | break; |
736 | } | 787 | } |
737 | 788 | ||
@@ -752,36 +803,48 @@ namespace Flotsam.RegionModules.AssetCache | |||
752 | 803 | ||
753 | if (clearMemory) | 804 | if (clearMemory) |
754 | { | 805 | { |
755 | m_MemoryCache.Clear(); | 806 | if (m_MemoryCacheEnabled) |
756 | m_log.Info("[FLOTSAM ASSET CACHE] Memory cache cleared."); | 807 | { |
808 | m_MemoryCache.Clear(); | ||
809 | m_log.Info("[FLOTSAM ASSET CACHE]: Memory cache cleared."); | ||
810 | } | ||
811 | else | ||
812 | { | ||
813 | m_log.Info("[FLOTSAM ASSET CACHE]: Memory cache not enabled."); | ||
814 | } | ||
757 | } | 815 | } |
758 | 816 | ||
759 | if (clearFile) | 817 | if (clearFile) |
760 | { | 818 | { |
761 | ClearFileCache(); | 819 | if (m_FileCacheEnabled) |
762 | m_log.Info("[FLOTSAM ASSET CACHE] File cache cleared."); | 820 | { |
821 | ClearFileCache(); | ||
822 | m_log.Info("[FLOTSAM ASSET CACHE]: File cache cleared."); | ||
823 | } | ||
824 | else | ||
825 | { | ||
826 | m_log.Info("[FLOTSAM ASSET CACHE]: File cache not enabled."); | ||
827 | } | ||
763 | } | 828 | } |
764 | 829 | ||
765 | break; | 830 | break; |
766 | 831 | ||
767 | 832 | ||
768 | case "assets": | 833 | case "assets": |
769 | m_log.Info("[FLOTSAM ASSET CACHE] Caching all assets, in all scenes."); | 834 | m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); |
770 | 835 | ||
771 | Util.FireAndForget(delegate { | 836 | Util.FireAndForget(delegate { |
772 | int assetsCached = CacheScenes(); | 837 | int assetsCached = CacheScenes(); |
773 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] Completed Scene Caching, {0} assets found.", assetsCached); | 838 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); |
774 | 839 | ||
775 | }); | 840 | }); |
776 | 841 | ||
777 | break; | 842 | break; |
778 | 843 | ||
779 | case "expire": | 844 | case "expire": |
780 | |||
781 | |||
782 | if (cmdparams.Length < 3) | 845 | if (cmdparams.Length < 3) |
783 | { | 846 | { |
784 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] Invalid parameters for Expire, please specify a valid date & time", cmd); | 847 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Invalid parameters for Expire, please specify a valid date & time", cmd); |
785 | break; | 848 | break; |
786 | } | 849 | } |
787 | 850 | ||
@@ -799,26 +862,28 @@ namespace Flotsam.RegionModules.AssetCache | |||
799 | 862 | ||
800 | if (!DateTime.TryParse(s_expirationDate, out expirationDate)) | 863 | if (!DateTime.TryParse(s_expirationDate, out expirationDate)) |
801 | { | 864 | { |
802 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] {0} is not a valid date & time", cmd); | 865 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} is not a valid date & time", cmd); |
803 | break; | 866 | break; |
804 | } | 867 | } |
805 | 868 | ||
806 | CleanExpiredFiles(m_CacheDirectory, expirationDate); | 869 | if (m_FileCacheEnabled) |
870 | CleanExpiredFiles(m_CacheDirectory, expirationDate); | ||
871 | else | ||
872 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: File cache not active, not clearing."); | ||
807 | 873 | ||
808 | break; | 874 | break; |
809 | default: | 875 | default: |
810 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] Unknown command {0}", cmd); | 876 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Unknown command {0}", cmd); |
811 | break; | 877 | break; |
812 | } | 878 | } |
813 | } | 879 | } |
814 | else if (cmdparams.Length == 1) | 880 | else if (cmdparams.Length == 1) |
815 | { | 881 | { |
816 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache status - Display cache status"); | 882 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: fcache status - Display cache status"); |
817 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearmem - Remove all assets cached in memory"); | 883 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: fcache clearmem - Remove all assets cached in memory"); |
818 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache clearfile - Remove all assets cached on disk"); | 884 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: fcache clearfile - Remove all assets cached on disk"); |
819 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache cachescenes - Attempt a deep cache of all assets in all scenes"); | 885 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: fcache cachescenes - Attempt a deep cache of all assets in all scenes"); |
820 | m_log.InfoFormat("[FLOTSAM ASSET CACHE] flotsamcache <datetime> - Purge assets older then the specified date & time"); | 886 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: fcache <datetime> - Purge assets older then the specified date & time"); |
821 | |||
822 | } | 887 | } |
823 | } | 888 | } |
824 | 889 | ||
diff --git a/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs new file mode 100644 index 0000000..63b0c31 --- /dev/null +++ b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs | |||
@@ -0,0 +1,127 @@ | |||
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 OpenSimulator 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 System.IO; | ||
31 | using System.Reflection; | ||
32 | using System.Threading; | ||
33 | using log4net.Config; | ||
34 | using Nini.Config; | ||
35 | using NUnit.Framework; | ||
36 | using OpenMetaverse; | ||
37 | using OpenMetaverse.Assets; | ||
38 | using Flotsam.RegionModules.AssetCache; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Region.Framework.Scenes; | ||
41 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
42 | using OpenSim.Tests.Common; | ||
43 | using OpenSim.Tests.Common.Mock; | ||
44 | |||
45 | namespace OpenSim.Region.CoreModules.Asset.Tests | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// At the moment we're only test the in-memory part of the FlotsamAssetCache. This is a considerable weakness. | ||
49 | /// </summary> | ||
50 | [TestFixture] | ||
51 | public class FlotsamAssetCacheTests | ||
52 | { | ||
53 | protected TestScene m_scene; | ||
54 | protected FlotsamAssetCache m_cache; | ||
55 | |||
56 | [SetUp] | ||
57 | public void SetUp() | ||
58 | { | ||
59 | IConfigSource config = new IniConfigSource(); | ||
60 | |||
61 | config.AddConfig("Modules"); | ||
62 | config.Configs["Modules"].Set("AssetCaching", "FlotsamAssetCache"); | ||
63 | config.AddConfig("AssetCache"); | ||
64 | config.Configs["AssetCache"].Set("FileCacheEnabled", "false"); | ||
65 | config.Configs["AssetCache"].Set("MemoryCacheEnabled", "true"); | ||
66 | |||
67 | m_cache = new FlotsamAssetCache(); | ||
68 | m_scene = SceneSetupHelpers.SetupScene(); | ||
69 | SceneSetupHelpers.SetupSceneModules(m_scene, config, m_cache); | ||
70 | } | ||
71 | |||
72 | [Test] | ||
73 | public void TestCacheAsset() | ||
74 | { | ||
75 | TestHelper.InMethod(); | ||
76 | // log4net.Config.XmlConfigurator.Configure(); | ||
77 | |||
78 | AssetBase asset = AssetHelpers.CreateAsset(); | ||
79 | asset.ID = TestHelper.ParseTail(0x1).ToString(); | ||
80 | |||
81 | // Check we don't get anything before the asset is put in the cache | ||
82 | AssetBase retrievedAsset = m_cache.Get(asset.ID.ToString()); | ||
83 | Assert.That(retrievedAsset, Is.Null); | ||
84 | |||
85 | m_cache.Store(asset); | ||
86 | |||
87 | // Check that asset is now in cache | ||
88 | retrievedAsset = m_cache.Get(asset.ID.ToString()); | ||
89 | Assert.That(retrievedAsset, Is.Not.Null); | ||
90 | Assert.That(retrievedAsset.ID, Is.EqualTo(asset.ID)); | ||
91 | } | ||
92 | |||
93 | [Test] | ||
94 | public void TestExpireAsset() | ||
95 | { | ||
96 | TestHelper.InMethod(); | ||
97 | // log4net.Config.XmlConfigurator.Configure(); | ||
98 | |||
99 | AssetBase asset = AssetHelpers.CreateAsset(); | ||
100 | asset.ID = TestHelper.ParseTail(0x2).ToString(); | ||
101 | |||
102 | m_cache.Store(asset); | ||
103 | |||
104 | m_cache.Expire(asset.ID); | ||
105 | |||
106 | AssetBase retrievedAsset = m_cache.Get(asset.ID.ToString()); | ||
107 | Assert.That(retrievedAsset, Is.Null); | ||
108 | } | ||
109 | |||
110 | [Test] | ||
111 | public void TestClearCache() | ||
112 | { | ||
113 | TestHelper.InMethod(); | ||
114 | // log4net.Config.XmlConfigurator.Configure(); | ||
115 | |||
116 | AssetBase asset = AssetHelpers.CreateAsset(); | ||
117 | asset.ID = TestHelper.ParseTail(0x2).ToString(); | ||
118 | |||
119 | m_cache.Store(asset); | ||
120 | |||
121 | m_cache.Clear(); | ||
122 | |||
123 | AssetBase retrievedAsset = m_cache.Get(asset.ID.ToString()); | ||
124 | Assert.That(retrievedAsset, Is.Null); | ||
125 | } | ||
126 | } | ||
127 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index e92f072..1955e5b 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | |||
@@ -116,16 +116,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
116 | #endregion | 116 | #endregion |
117 | 117 | ||
118 | /// <summary> | 118 | /// <summary> |
119 | /// Check for the existence of the baked texture assets. Request a rebake | 119 | /// Check for the existence of the baked texture assets. |
120 | /// unless checkonly is true. | ||
121 | /// </summary> | 120 | /// </summary> |
122 | /// <param name="client"></param> | 121 | /// <param name="client"></param> |
123 | /// <param name="checkonly"></param> | ||
124 | public bool ValidateBakedTextureCache(IClientAPI client) | 122 | public bool ValidateBakedTextureCache(IClientAPI client) |
125 | { | 123 | { |
126 | return ValidateBakedTextureCache(client, true); | 124 | return ValidateBakedTextureCache(client, true); |
127 | } | 125 | } |
128 | 126 | ||
127 | /// <summary> | ||
128 | /// Check for the existence of the baked texture assets. Request a rebake | ||
129 | /// unless checkonly is true. | ||
130 | /// </summary> | ||
131 | /// <param name="client"></param> | ||
132 | /// <param name="checkonly"></param> | ||
129 | private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly) | 133 | private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly) |
130 | { | 134 | { |
131 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 135 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
@@ -156,18 +160,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
156 | 160 | ||
157 | defonly = false; // found a non-default texture reference | 161 | defonly = false; // found a non-default texture reference |
158 | 162 | ||
159 | if (! CheckBakedTextureAsset(client,face.TextureID,idx)) | 163 | if (!CheckBakedTextureAsset(client, face.TextureID, idx)) |
160 | { | 164 | { |
161 | // the asset didn't exist if we are only checking, then we found a bad | 165 | // the asset didn't exist if we are only checking, then we found a bad |
162 | // one and we're done otherwise, ask for a rebake | 166 | // one and we're done otherwise, ask for a rebake |
163 | if (checkonly) return false; | 167 | if (checkonly) |
168 | return false; | ||
164 | 169 | ||
165 | m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake",face.TextureID); | 170 | m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake", face.TextureID); |
171 | |||
166 | client.SendRebakeAvatarTextures(face.TextureID); | 172 | client.SendRebakeAvatarTextures(face.TextureID); |
167 | } | 173 | } |
168 | } | 174 | } |
169 | 175 | ||
170 | m_log.DebugFormat("[AVFACTORY]: completed texture check for {0}", client.AgentId); | 176 | m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", client.AgentId); |
171 | 177 | ||
172 | // If we only found default textures, then the appearance is not cached | 178 | // If we only found default textures, then the appearance is not cached |
173 | return (defonly ? false : true); | 179 | return (defonly ? false : true); |
@@ -183,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
183 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 189 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
184 | if (sp == null) | 190 | if (sp == null) |
185 | { | 191 | { |
186 | m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}",client.AgentId); | 192 | m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}", client.AgentId); |
187 | return; | 193 | return; |
188 | } | 194 | } |
189 | 195 | ||
@@ -211,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
211 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; | 217 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; |
212 | 218 | ||
213 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId); | 219 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId); |
214 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); }); | 220 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client, false); }); |
215 | 221 | ||
216 | // This appears to be set only in the final stage of the appearance | 222 | // This appears to be set only in the final stage of the appearance |
217 | // update transaction. In theory, we should be able to do an immediate | 223 | // update transaction. In theory, we should be able to do an immediate |
@@ -220,9 +226,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
220 | // save only if there were changes, send no matter what (doesn't hurt to send twice) | 226 | // save only if there were changes, send no matter what (doesn't hurt to send twice) |
221 | if (changed) | 227 | if (changed) |
222 | QueueAppearanceSave(client.AgentId); | 228 | QueueAppearanceSave(client.AgentId); |
229 | |||
223 | QueueAppearanceSend(client.AgentId); | 230 | QueueAppearanceSend(client.AgentId); |
224 | } | 231 | } |
225 | |||
226 | } | 232 | } |
227 | 233 | ||
228 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); | 234 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); |
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs new file mode 100644 index 0000000..07de908 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs | |||
@@ -0,0 +1,69 @@ | |||
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 OpenSimulator 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 NUnit.Framework; | ||
30 | using OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenSim.Tests.Common; | ||
34 | using OpenSim.Tests.Common.Mock; | ||
35 | |||
36 | namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | ||
37 | { | ||
38 | [TestFixture] | ||
39 | public class AvatarFactoryModuleTests | ||
40 | { | ||
41 | /// <summary> | ||
42 | /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service. | ||
43 | /// </summary> | ||
44 | [Test] | ||
45 | public void TestSetAppearance() | ||
46 | { | ||
47 | TestHelper.InMethod(); | ||
48 | // log4net.Config.XmlConfigurator.Configure(); | ||
49 | |||
50 | UUID userId = TestHelper.ParseTail(0x1); | ||
51 | |||
52 | AvatarFactoryModule afm = new AvatarFactoryModule(); | ||
53 | TestScene scene = SceneSetupHelpers.SetupScene(); | ||
54 | SceneSetupHelpers.SetupSceneModules(scene, afm); | ||
55 | TestClient tc = SceneSetupHelpers.AddClient(scene, userId); | ||
56 | |||
57 | byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT]; | ||
58 | for (byte i = 0; i < visualParams.Length; i++) | ||
59 | visualParams[i] = i; | ||
60 | |||
61 | afm.SetAppearance(tc, new Primitive.TextureEntry(TestHelper.ParseTail(0x10)), visualParams); | ||
62 | |||
63 | ScenePresence sp = scene.GetScenePresence(userId); | ||
64 | |||
65 | // TODO: Check baked texture | ||
66 | Assert.AreEqual(visualParams, sp.Appearance.VisualParams); | ||
67 | } | ||
68 | } | ||
69 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index daee4ca..3a7178c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | |||
@@ -830,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends | |||
830 | 830 | ||
831 | public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) | 831 | public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) |
832 | { | 832 | { |
833 | m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); | 833 | // m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); |
834 | IClientAPI friendClient = LocateClientObject(friendID); | 834 | IClientAPI friendClient = LocateClientObject(friendID); |
835 | if (friendClient != null) | 835 | if (friendClient != null) |
836 | { | 836 | { |
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 1341533..457ee33 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | |||
@@ -50,6 +50,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
50 | { | 50 | { |
51 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 51 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
52 | 52 | ||
53 | /// <summary> | ||
54 | /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer. | ||
55 | /// </summary> | ||
56 | private int m_MaxTransferDistance = 4095; | ||
57 | public int MaxTransferDistance | ||
58 | { | ||
59 | get { return m_MaxTransferDistance; } | ||
60 | set { m_MaxTransferDistance = value; } | ||
61 | } | ||
62 | |||
63 | |||
53 | protected bool m_Enabled = false; | 64 | protected bool m_Enabled = false; |
54 | protected Scene m_aScene; | 65 | protected Scene m_aScene; |
55 | protected List<Scene> m_Scenes = new List<Scene>(); | 66 | protected List<Scene> m_Scenes = new List<Scene>(); |
@@ -78,13 +89,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
78 | string name = moduleConfig.GetString("EntityTransferModule", ""); | 89 | string name = moduleConfig.GetString("EntityTransferModule", ""); |
79 | if (name == Name) | 90 | if (name == Name) |
80 | { | 91 | { |
81 | m_agentsInTransit = new List<UUID>(); | 92 | InitialiseCommon(source); |
82 | m_Enabled = true; | 93 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name); |
83 | m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name); | ||
84 | } | 94 | } |
85 | } | 95 | } |
86 | } | 96 | } |
87 | 97 | ||
98 | /// <summary> | ||
99 | /// Initialize config common for this module and any descendents. | ||
100 | /// </summary> | ||
101 | /// <param name="source"></param> | ||
102 | protected virtual void InitialiseCommon(IConfigSource source) | ||
103 | { | ||
104 | IConfig transferConfig = source.Configs["EntityTransfer"]; | ||
105 | if (transferConfig != null) | ||
106 | MaxTransferDistance = transferConfig.GetInt("max_distance", 4095); | ||
107 | |||
108 | m_agentsInTransit = new List<UUID>(); | ||
109 | m_Enabled = true; | ||
110 | } | ||
111 | |||
88 | public virtual void PostInitialise() | 112 | public virtual void PostInitialise() |
89 | { | 113 | { |
90 | } | 114 | } |
@@ -114,7 +138,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
114 | return; | 138 | return; |
115 | } | 139 | } |
116 | 140 | ||
117 | |||
118 | public virtual void RemoveRegion(Scene scene) | 141 | public virtual void RemoveRegion(Scene scene) |
119 | { | 142 | { |
120 | if (!m_Enabled) | 143 | if (!m_Enabled) |
@@ -129,7 +152,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
129 | { | 152 | { |
130 | if (!m_Enabled) | 153 | if (!m_Enabled) |
131 | return; | 154 | return; |
132 | |||
133 | } | 155 | } |
134 | 156 | ||
135 | #endregion | 157 | #endregion |
@@ -204,8 +226,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
204 | sp.ControllingClient.SendTeleportFailed("Problem at destination"); | 226 | sp.ControllingClient.SendTeleportFailed("Problem at destination"); |
205 | return; | 227 | return; |
206 | } | 228 | } |
207 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is x={0} y={1} {2}@{3}", | 229 | |
208 | finalDestination.RegionLocX / Constants.RegionSize, finalDestination.RegionLocY / Constants.RegionSize, finalDestination.RegionID, finalDestination.ServerURI); | 230 | uint curX = 0, curY = 0; |
231 | Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY); | ||
232 | int curCellX = (int)(curX / Constants.RegionSize); | ||
233 | int curCellY = (int)(curY / Constants.RegionSize); | ||
234 | int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize); | ||
235 | int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize); | ||
236 | |||
237 | // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY); | ||
238 | // | ||
239 | // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}", | ||
240 | // destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI); | ||
209 | 241 | ||
210 | // Check that these are not the same coordinates | 242 | // Check that these are not the same coordinates |
211 | if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX && | 243 | if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX && |
@@ -216,6 +248,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
216 | return; | 248 | return; |
217 | } | 249 | } |
218 | 250 | ||
251 | if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance) | ||
252 | { | ||
253 | sp.ControllingClient.SendTeleportFailed( | ||
254 | string.Format( | ||
255 | "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way", | ||
256 | finalDestination.RegionName, destCellX, destCellY, | ||
257 | sp.Scene.RegionInfo.RegionName, curCellX, curCellY, | ||
258 | MaxTransferDistance)); | ||
259 | |||
260 | return; | ||
261 | } | ||
262 | |||
219 | // | 263 | // |
220 | // This is it | 264 | // This is it |
221 | // | 265 | // |
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 4d77ef4..a87279a 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | |||
@@ -67,10 +67,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
67 | string name = moduleConfig.GetString("EntityTransferModule", ""); | 67 | string name = moduleConfig.GetString("EntityTransferModule", ""); |
68 | if (name == Name) | 68 | if (name == Name) |
69 | { | 69 | { |
70 | m_agentsInTransit = new List<UUID>(); | 70 | InitialiseCommon(source); |
71 | 71 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); | |
72 | m_Enabled = true; | ||
73 | m_log.InfoFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); | ||
74 | } | 72 | } |
75 | } | 73 | } |
76 | } | 74 | } |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 2930303..66fbcb9 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -978,7 +978,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
978 | { | 978 | { |
979 | } | 979 | } |
980 | 980 | ||
981 | public virtual bool GetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID) | 981 | public virtual bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID) |
982 | { | 982 | { |
983 | InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID); | 983 | InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID); |
984 | if (assetRequestItem == null) | 984 | if (assetRequestItem == null) |
@@ -1057,7 +1057,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
1057 | InventoryItemBase item = new InventoryItemBase(itemID, agentID); | 1057 | InventoryItemBase item = new InventoryItemBase(itemID, agentID); |
1058 | item = invService.GetItem(item); | 1058 | item = invService.GetItem(item); |
1059 | 1059 | ||
1060 | if (item.CreatorData != null && item.CreatorData != string.Empty) | 1060 | if (item != null && item.CreatorData != null && item.CreatorData != string.Empty) |
1061 | UserManagementModule.AddUser(item.CreatorIdAsUuid, item.CreatorData); | 1061 | UserManagementModule.AddUser(item.CreatorIdAsUuid, item.CreatorData); |
1062 | 1062 | ||
1063 | return item; | 1063 | return item; |
@@ -1065,4 +1065,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
1065 | 1065 | ||
1066 | #endregion | 1066 | #endregion |
1067 | } | 1067 | } |
1068 | } | 1068 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index accd094..a4861ec 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | |||
@@ -297,9 +297,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
297 | if (m_UserCache.ContainsKey(id)) | 297 | if (m_UserCache.ContainsKey(id)) |
298 | return; | 298 | return; |
299 | 299 | ||
300 | // m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, craetorData {1}", id, creatorData); | ||
301 | |||
300 | UserData user = new UserData(); | 302 | UserData user = new UserData(); |
301 | user.Id = id; | 303 | user.Id = id; |
302 | |||
303 | UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); | 304 | UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); |
304 | 305 | ||
305 | if (account != null) | 306 | if (account != null) |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index 6dd871f..0c57618 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs | |||
@@ -284,9 +284,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory | |||
284 | 284 | ||
285 | item = m_InventoryService.GetItem(item); | 285 | item = m_InventoryService.GetItem(item); |
286 | 286 | ||
287 | if (null == item) | 287 | // if (null == item) |
288 | m_log.ErrorFormat( | 288 | // m_log.ErrorFormat( |
289 | "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId); | 289 | // "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId); |
290 | 290 | ||
291 | return item; | 291 | return item; |
292 | } | 292 | } |
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 560b862..8c40171 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs | |||
@@ -418,7 +418,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
418 | 418 | ||
419 | public bool IsBannedFromLand(UUID avatar) | 419 | public bool IsBannedFromLand(UUID avatar) |
420 | { | 420 | { |
421 | if (m_scene.Permissions.IsAdministrator(avatar)) | 421 | if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) |
422 | return false; | 422 | return false; |
423 | 423 | ||
424 | if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) | 424 | if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) |
@@ -429,7 +429,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
429 | if (e.AgentID == avatar && e.Flags == AccessList.Ban) | 429 | if (e.AgentID == avatar && e.Flags == AccessList.Ban) |
430 | return true; | 430 | return true; |
431 | return false; | 431 | return false; |
432 | }) != -1 && LandData.OwnerID != avatar) | 432 | }) != -1) |
433 | { | 433 | { |
434 | return true; | 434 | return true; |
435 | } | 435 | } |
@@ -439,7 +439,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
439 | 439 | ||
440 | public bool IsRestrictedFromLand(UUID avatar) | 440 | public bool IsRestrictedFromLand(UUID avatar) |
441 | { | 441 | { |
442 | if (m_scene.Permissions.IsAdministrator(avatar)) | 442 | if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) |
443 | return false; | 443 | return false; |
444 | 444 | ||
445 | if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) | 445 | if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) |
@@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
450 | if (e.AgentID == avatar && e.Flags == AccessList.Access) | 450 | if (e.AgentID == avatar && e.Flags == AccessList.Access) |
451 | return true; | 451 | return true; |
452 | return false; | 452 | return false; |
453 | }) == -1 && LandData.OwnerID != avatar) | 453 | }) == -1) |
454 | { | 454 | { |
455 | return true; | 455 | return true; |
456 | } | 456 | } |
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index d7324c6..a40517c 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | |||
@@ -134,7 +134,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
134 | return; | 134 | return; |
135 | 135 | ||
136 | m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false); | 136 | m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false); |
137 | m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", false); | 137 | m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true); |
138 | m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true); | 138 | m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true); |
139 | m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true); | 139 | m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true); |
140 | m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false); | 140 | m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false); |
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs index 00959b0..2e3b21f 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs | |||
@@ -91,6 +91,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
91 | remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); | 91 | remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); |
92 | return; | 92 | return; |
93 | } | 93 | } |
94 | |||
95 | m_log.DebugFormat("MAP NAME=({0})", mapName); | ||
94 | 96 | ||
95 | // try to fetch from GridServer | 97 | // try to fetch from GridServer |
96 | List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); | 98 | List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); |
@@ -103,7 +105,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
103 | if (info != null) | 105 | if (info != null) |
104 | regionInfos.Add(info); | 106 | regionInfos.Add(info); |
105 | } | 107 | } |
106 | else if (regionInfos.Count == 0 && mapName.StartsWith("http://")) | 108 | else if (regionInfos.Count == 0) |
107 | remoteClient.SendAlertMessage("Hyperlink could not be established."); | 109 | remoteClient.SendAlertMessage("Hyperlink could not be established."); |
108 | 110 | ||
109 | m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); | 111 | m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); |
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs index 22795fc..d0e5609 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs | |||
@@ -36,4 +36,4 @@ namespace OpenSim.Region.Framework.Interfaces | |||
36 | void QueueAppearanceSend(UUID agentid); | 36 | void QueueAppearanceSend(UUID agentid); |
37 | void QueueAppearanceSave(UUID agentid); | 37 | void QueueAppearanceSave(UUID agentid); |
38 | } | 38 | } |
39 | } | 39 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs index 305975e..da11e61 100644 --- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs | |||
@@ -59,7 +59,15 @@ namespace OpenSim.Region.Framework.Interfaces | |||
59 | UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, | 59 | UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, |
60 | bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); | 60 | bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); |
61 | void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); | 61 | void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); |
62 | bool GetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID); | 62 | |
63 | /// <summary> | ||
64 | /// Does the client have sufficient permissions to retrieve the inventory item? | ||
65 | /// </summary> | ||
66 | /// <param name="remoteClient"></param> | ||
67 | /// <param name="itemID"></param> | ||
68 | /// <param name="requestID"></param> | ||
69 | /// <returns></returns> | ||
70 | bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID); | ||
63 | 71 | ||
64 | // Must be here because of textures in user's inventory | 72 | // Must be here because of textures in user's inventory |
65 | bool IsForeignUser(UUID userID, out string assetServerURL); | 73 | bool IsForeignUser(UUID userID, out string assetServerURL); |
diff --git a/OpenSim/Region/CoreModules/Avatar/NPC/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index cd2fe4f..21a755f 100644 --- a/OpenSim/Region/CoreModules/Avatar/NPC/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using OpenMetaverse; | 28 | using OpenMetaverse; |
29 | using OpenSim.Region.Framework.Scenes; | 29 | using OpenSim.Region.Framework.Scenes; |
30 | 30 | ||
31 | namespace OpenSim.Region.CoreModules.Avatar.NPC | 31 | namespace OpenSim.Region.Framework.Interfaces |
32 | { | 32 | { |
33 | public interface INPCModule | 33 | public interface INPCModule |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs new file mode 100644 index 0000000..9cb5674 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs | |||
@@ -0,0 +1,156 @@ | |||
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 OpenSimulator 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 System.Reflection; | ||
31 | using System.Threading; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | |||
37 | namespace OpenSim.Region.Framework.Scenes | ||
38 | { | ||
39 | class FetchHolder | ||
40 | { | ||
41 | public IClientAPI Client { get; private set; } | ||
42 | public UUID ItemID { get; private set; } | ||
43 | |||
44 | public FetchHolder(IClientAPI client, UUID itemID) | ||
45 | { | ||
46 | Client = client; | ||
47 | ItemID = itemID; | ||
48 | } | ||
49 | } | ||
50 | |||
51 | /// <summary> | ||
52 | /// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via | ||
53 | /// multiple threads. | ||
54 | /// </summary> | ||
55 | /// <remarks> | ||
56 | /// If the main root inventory is right-clicked on a version 1 viewer for a user with a large inventory, a very | ||
57 | /// very large number of FetchInventory requests are sent to the simulator. Each is handled on a separate thread | ||
58 | /// by the IClientAPI, but the sheer number of requests overwhelms the number of threads available and ends up | ||
59 | /// freezing the inbound packet handling. | ||
60 | /// | ||
61 | /// This class makes the first FetchInventory packet thread process the queue. If new requests come | ||
62 | /// in while it is processing, then the subsequent threads just add the requests and leave it to the original | ||
63 | /// thread to process them. | ||
64 | /// | ||
65 | /// This might slow down outbound packets but these are limited by the IClientAPI outbound queues | ||
66 | /// anyway. | ||
67 | /// | ||
68 | /// It might be possible to ignore FetchInventory requests altogether, particularly as they are redundant wrt to | ||
69 | /// FetchInventoryDescendents requests, but this would require more investigation. | ||
70 | /// </remarks> | ||
71 | public class AsyncInventorySender | ||
72 | { | ||
73 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
74 | |||
75 | protected Scene m_scene; | ||
76 | |||
77 | /// <summary> | ||
78 | /// Queues fetch requests | ||
79 | /// </summary> | ||
80 | Queue<FetchHolder> m_fetchHolder = new Queue<FetchHolder>(); | ||
81 | |||
82 | /// <summary> | ||
83 | /// Signal whether a queue is currently being processed or not. | ||
84 | /// </summary> | ||
85 | protected volatile bool m_processing; | ||
86 | |||
87 | public AsyncInventorySender(Scene scene) | ||
88 | { | ||
89 | m_processing = false; | ||
90 | m_scene = scene; | ||
91 | } | ||
92 | |||
93 | /// <summary> | ||
94 | /// Handle a fetch inventory request from the client | ||
95 | /// </summary> | ||
96 | /// <param name="remoteClient"></param> | ||
97 | /// <param name="itemID"></param> | ||
98 | /// <param name="ownerID"></param> | ||
99 | public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID) | ||
100 | { | ||
101 | lock (m_fetchHolder) | ||
102 | { | ||
103 | // m_log.DebugFormat( | ||
104 | // "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID); | ||
105 | |||
106 | m_fetchHolder.Enqueue(new FetchHolder(remoteClient, itemID)); | ||
107 | } | ||
108 | |||
109 | if (!m_processing) | ||
110 | { | ||
111 | m_processing = true; | ||
112 | ProcessQueue(); | ||
113 | } | ||
114 | } | ||
115 | |||
116 | /// <summary> | ||
117 | /// Process the queue of fetches | ||
118 | /// </summary> | ||
119 | protected void ProcessQueue() | ||
120 | { | ||
121 | FetchHolder fh = null; | ||
122 | |||
123 | while (true) | ||
124 | { | ||
125 | lock (m_fetchHolder) | ||
126 | { | ||
127 | // m_log.DebugFormat("[ASYNC INVENTORY SENDER]: {0} items left to process", m_fetchHolder.Count); | ||
128 | |||
129 | if (m_fetchHolder.Count == 0) | ||
130 | { | ||
131 | m_processing = false; | ||
132 | return; | ||
133 | } | ||
134 | else | ||
135 | { | ||
136 | fh = m_fetchHolder.Dequeue(); | ||
137 | } | ||
138 | } | ||
139 | |||
140 | if (fh.Client.IsLoggingOut) | ||
141 | continue; | ||
142 | |||
143 | // m_log.DebugFormat( | ||
144 | // "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID); | ||
145 | |||
146 | InventoryItemBase item = new InventoryItemBase(fh.ItemID, fh.Client.AgentId); | ||
147 | item = m_scene.InventoryService.GetItem(item); | ||
148 | |||
149 | if (item != null) | ||
150 | fh.Client.SendInventoryItemDetails(item.Owner, item); | ||
151 | |||
152 | // TODO: Possibly log any failure | ||
153 | } | ||
154 | } | ||
155 | } | ||
156 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index f37f94a..30421d4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -52,6 +52,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
52 | protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter; | 52 | protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter; |
53 | 53 | ||
54 | /// <summary> | 54 | /// <summary> |
55 | /// Allows inventory details to be sent to clients asynchronously | ||
56 | /// </summary> | ||
57 | protected AsyncInventorySender m_asyncInventorySender; | ||
58 | |||
59 | /// <summary> | ||
55 | /// Start all the scripts in the scene which should be started. | 60 | /// Start all the scripts in the scene which should be started. |
56 | /// </summary> | 61 | /// </summary> |
57 | public void CreateScriptInstances() | 62 | public void CreateScriptInstances() |
@@ -1328,7 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1328 | // m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}", | 1333 | // m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}", |
1329 | // contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName); | 1334 | // contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName); |
1330 | 1335 | ||
1331 | if (containingFolder != null && containingFolder != null) | 1336 | if (containingFolder != null) |
1332 | { | 1337 | { |
1333 | // If the folder requested contains links, then we need to send those folders first, otherwise the links | 1338 | // If the folder requested contains links, then we need to send those folders first, otherwise the links |
1334 | // will be broken in the viewer. | 1339 | // will be broken in the viewer. |
@@ -1340,15 +1345,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
1340 | InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID)); | 1345 | InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID)); |
1341 | 1346 | ||
1342 | // Take care of genuinely broken links where the target doesn't exist | 1347 | // Take care of genuinely broken links where the target doesn't exist |
1343 | if (linkedItem != null) | 1348 | // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate, |
1344 | linkedItemFolderIdsToSend.Add(linkedItem.Folder); | 1349 | // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles |
1350 | // rather than having to keep track of every folder requested in the recursion. | ||
1351 | if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link) | ||
1352 | { | ||
1353 | // We don't need to send the folder if source and destination of the link are in the same | ||
1354 | // folder. | ||
1355 | if (linkedItem.Folder != containingFolder.ID) | ||
1356 | linkedItemFolderIdsToSend.Add(linkedItem.Folder); | ||
1357 | } | ||
1345 | } | 1358 | } |
1346 | } | 1359 | } |
1347 | 1360 | ||
1348 | foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend) | 1361 | foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend) |
1349 | SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true); | 1362 | SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true); |
1350 | 1363 | ||
1351 | client.SendInventoryFolderDetails(client.AgentId, folder.ID, contents.Items, contents.Folders, containingFolder.Version, fetchFolders, fetchItems); | 1364 | client.SendInventoryFolderDetails( |
1365 | client.AgentId, folder.ID, contents.Items, contents.Folders, | ||
1366 | containingFolder.Version, fetchFolders, fetchItems); | ||
1352 | } | 1367 | } |
1353 | } | 1368 | } |
1354 | 1369 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index e2d7208..44472b2 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | |||
@@ -461,31 +461,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
461 | } | 461 | } |
462 | ); | 462 | ); |
463 | } | 463 | } |
464 | |||
465 | |||
466 | /// <summary> | ||
467 | /// Handle a fetch inventory request from the client | ||
468 | /// </summary> | ||
469 | /// <param name="remoteClient"></param> | ||
470 | /// <param name="itemID"></param> | ||
471 | /// <param name="ownerID"></param> | ||
472 | public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID) | ||
473 | { | ||
474 | if (LibraryService != null && LibraryService.LibraryRootFolder != null && ownerID == LibraryService.LibraryRootFolder.Owner) | ||
475 | { | ||
476 | //m_log.Debug("request info for library item"); | ||
477 | return; | ||
478 | } | ||
479 | |||
480 | InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); | ||
481 | item = InventoryService.GetItem(item); | ||
482 | |||
483 | if (item != null) | ||
484 | { | ||
485 | remoteClient.SendInventoryItemDetails(ownerID, item); | ||
486 | } | ||
487 | // else shouldn't we send an alert message? | ||
488 | } | ||
489 | 464 | ||
490 | /// <summary> | 465 | /// <summary> |
491 | /// Tell the client about the various child items and folders contained in the requested folder. | 466 | /// Tell the client about the various child items and folders contained in the requested folder. |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index bdf3d1d..8195a0d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -583,6 +583,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
583 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); | 583 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
584 | m_asyncSceneObjectDeleter.Enabled = true; | 584 | m_asyncSceneObjectDeleter.Enabled = true; |
585 | 585 | ||
586 | m_asyncInventorySender = new AsyncInventorySender(this); | ||
587 | |||
586 | #region Region Settings | 588 | #region Region Settings |
587 | 589 | ||
588 | // Load region settings | 590 | // Load region settings |
@@ -1724,6 +1726,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1724 | /// <summary> | 1726 | /// <summary> |
1725 | /// Loads the World's objects | 1727 | /// Loads the World's objects |
1726 | /// </summary> | 1728 | /// </summary> |
1729 | /// <param name="regionID"></param> | ||
1727 | public virtual void LoadPrimsFromStorage(UUID regionID) | 1730 | public virtual void LoadPrimsFromStorage(UUID regionID) |
1728 | { | 1731 | { |
1729 | LoadingPrims = true; | 1732 | LoadingPrims = true; |
@@ -2593,8 +2596,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2593 | { | 2596 | { |
2594 | string homeURL = string.Empty; | 2597 | string homeURL = string.Empty; |
2595 | string first = aCircuit.firstname, last = aCircuit.lastname; | 2598 | string first = aCircuit.firstname, last = aCircuit.lastname; |
2599 | |||
2596 | if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) | 2600 | if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) |
2597 | homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); | 2601 | homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); |
2602 | |||
2598 | if (aCircuit.lastname.StartsWith("@")) | 2603 | if (aCircuit.lastname.StartsWith("@")) |
2599 | { | 2604 | { |
2600 | string[] parts = aCircuit.firstname.Split('.'); | 2605 | string[] parts = aCircuit.firstname.Split('.'); |
@@ -2604,6 +2609,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2604 | last = parts[1]; | 2609 | last = parts[1]; |
2605 | } | 2610 | } |
2606 | } | 2611 | } |
2612 | |||
2607 | uMan.AddUser(aCircuit.AgentID, first, last, homeURL); | 2613 | uMan.AddUser(aCircuit.AgentID, first, last, homeURL); |
2608 | } | 2614 | } |
2609 | } | 2615 | } |
@@ -2757,14 +2763,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2757 | 2763 | ||
2758 | public virtual void SubscribeToClientInventoryEvents(IClientAPI client) | 2764 | public virtual void SubscribeToClientInventoryEvents(IClientAPI client) |
2759 | { | 2765 | { |
2760 | |||
2761 | client.OnLinkInventoryItem += HandleLinkInventoryItem; | 2766 | client.OnLinkInventoryItem += HandleLinkInventoryItem; |
2762 | client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; | 2767 | client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder; |
2763 | client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; | 2768 | client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder; |
2764 | client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! | 2769 | client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!! |
2765 | client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; | 2770 | client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents; |
2766 | client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! | 2771 | client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!! |
2767 | client.OnFetchInventory += HandleFetchInventory; | 2772 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; |
2768 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; | 2773 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; |
2769 | client.OnCopyInventoryItem += CopyInventoryItem; | 2774 | client.OnCopyInventoryItem += CopyInventoryItem; |
2770 | client.OnMoveInventoryItem += MoveInventoryItem; | 2775 | client.OnMoveInventoryItem += MoveInventoryItem; |
@@ -2883,13 +2888,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2883 | 2888 | ||
2884 | public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) | 2889 | public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client) |
2885 | { | 2890 | { |
2886 | |||
2887 | client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; | 2891 | client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder; |
2888 | client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; | 2892 | client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder; |
2889 | client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! | 2893 | client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!! |
2890 | client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; | 2894 | client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents; |
2891 | client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! | 2895 | client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!! |
2892 | client.OnFetchInventory -= HandleFetchInventory; | 2896 | client.OnFetchInventory -= m_asyncInventorySender.HandleFetchInventory; |
2893 | client.OnUpdateInventoryItem -= UpdateInventoryItemAsset; | 2897 | client.OnUpdateInventoryItem -= UpdateInventoryItemAsset; |
2894 | client.OnCopyInventoryItem -= CopyInventoryItem; | 2898 | client.OnCopyInventoryItem -= CopyInventoryItem; |
2895 | client.OnMoveInventoryItem -= MoveInventoryItem; | 2899 | client.OnMoveInventoryItem -= MoveInventoryItem; |
@@ -3389,7 +3393,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3389 | } | 3393 | } |
3390 | } | 3394 | } |
3391 | 3395 | ||
3392 | |||
3393 | // In all cases, add or update the circuit data with the new agent circuit data and teleport flags | 3396 | // In all cases, add or update the circuit data with the new agent circuit data and teleport flags |
3394 | agent.teleportFlags = teleportFlags; | 3397 | agent.teleportFlags = teleportFlags; |
3395 | m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); | 3398 | m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index a078291..7ec7ea3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -1401,21 +1401,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1401 | } | 1401 | } |
1402 | 1402 | ||
1403 | /// <summary> | 1403 | /// <summary> |
1404 | /// | 1404 | /// Update the flags on a scene object. This covers properties such as phantom, physics and temporary. |
1405 | /// </summary> | 1405 | /// </summary> |
1406 | /// <remarks> | ||
1407 | /// This is currently handling the incoming call from the client stack (e.g. LLClientView). | ||
1408 | /// </remarks> | ||
1406 | /// <param name="localID"></param> | 1409 | /// <param name="localID"></param> |
1407 | /// <param name="packet"></param> | 1410 | /// <param name="UsePhysics"></param> |
1411 | /// <param name="SetTemporary"></param> | ||
1412 | /// <param name="SetPhantom"></param> | ||
1408 | /// <param name="remoteClient"></param> | 1413 | /// <param name="remoteClient"></param> |
1409 | /// This routine seems to get called when a user changes object settings in the viewer. | 1414 | protected internal void UpdatePrimFlags( |
1410 | /// If some one can confirm that, please change the comment according. | 1415 | uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) |
1411 | protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient) | ||
1412 | { | 1416 | { |
1413 | SceneObjectGroup group = GetGroupByPrim(localID); | 1417 | SceneObjectGroup group = GetGroupByPrim(localID); |
1414 | if (group != null) | 1418 | if (group != null) |
1415 | { | 1419 | { |
1416 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | 1420 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) |
1417 | { | 1421 | { |
1418 | group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there | 1422 | // VolumeDetect can't be set via UI and will always be off when a change is made there |
1423 | group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); | ||
1419 | } | 1424 | } |
1420 | } | 1425 | } |
1421 | } | 1426 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 42ac9aa..fa23fcd 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2513,14 +2513,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2513 | /// Update prim flags for this group. | 2513 | /// Update prim flags for this group. |
2514 | /// </summary> | 2514 | /// </summary> |
2515 | /// <param name="localID"></param> | 2515 | /// <param name="localID"></param> |
2516 | /// <param name="type"></param> | 2516 | /// <param name="UsePhysics"></param> |
2517 | /// <param name="inUse"></param> | 2517 | /// <param name="SetTemporary"></param> |
2518 | /// <param name="data"></param> | 2518 | /// <param name="SetPhantom"></param> |
2519 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect) | 2519 | /// <param name="SetVolumeDetect"></param> |
2520 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | ||
2520 | { | 2521 | { |
2521 | SceneObjectPart selectionPart = GetChildPart(localID); | 2522 | SceneObjectPart selectionPart = GetChildPart(localID); |
2522 | 2523 | ||
2523 | if (IsTemporary) | 2524 | if (SetTemporary) |
2524 | { | 2525 | { |
2525 | DetachFromBackup(); | 2526 | DetachFromBackup(); |
2526 | // Remove from database and parcel prim count | 2527 | // Remove from database and parcel prim count |
@@ -2545,7 +2546,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2545 | } | 2546 | } |
2546 | 2547 | ||
2547 | for (int i = 0; i < parts.Length; i++) | 2548 | for (int i = 0; i < parts.Length; i++) |
2548 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2549 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); |
2549 | } | 2550 | } |
2550 | } | 2551 | } |
2551 | 2552 | ||
@@ -3287,34 +3288,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
3287 | 3288 | ||
3288 | return retmass; | 3289 | return retmass; |
3289 | } | 3290 | } |
3290 | 3291 | ||
3292 | /// <summary> | ||
3293 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | ||
3294 | /// the physics engine can use it. | ||
3295 | /// </summary> | ||
3296 | /// <remarks> | ||
3297 | /// When the physics engine has finished with it, the sculpt data is discarded to save memory. | ||
3298 | /// </remarks> | ||
3291 | public void CheckSculptAndLoad() | 3299 | public void CheckSculptAndLoad() |
3292 | { | 3300 | { |
3293 | if (IsDeleted) | 3301 | if (IsDeleted) |
3294 | return; | 3302 | return; |
3303 | |||
3295 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) | 3304 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) |
3296 | return; | 3305 | return; |
3297 | 3306 | ||
3307 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | ||
3308 | |||
3298 | SceneObjectPart[] parts = m_parts.GetArray(); | 3309 | SceneObjectPart[] parts = m_parts.GetArray(); |
3310 | |||
3299 | for (int i = 0; i < parts.Length; i++) | 3311 | for (int i = 0; i < parts.Length; i++) |
3300 | { | 3312 | parts[i].CheckSculptAndLoad(); |
3301 | SceneObjectPart part = parts[i]; | ||
3302 | if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero) | ||
3303 | { | ||
3304 | // check if a previously decoded sculpt map has been cached | ||
3305 | if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString()))) | ||
3306 | { | ||
3307 | part.SculptTextureCallback(part.Shape.SculptTexture, null); | ||
3308 | } | ||
3309 | else | ||
3310 | { | ||
3311 | m_scene.AssetService.Get( | ||
3312 | part.Shape.SculptTexture.ToString(), part, AssetReceived); | ||
3313 | } | ||
3314 | } | ||
3315 | } | ||
3316 | } | 3313 | } |
3317 | 3314 | ||
3315 | /// <summary> | ||
3316 | /// Handle an asset received asynchronously from the asset service. | ||
3317 | /// </summary> | ||
3318 | /// <param name="id"></param> | ||
3319 | /// <param name="sender"></param> | ||
3320 | /// <param name="asset"></param> | ||
3318 | protected void AssetReceived(string id, Object sender, AssetBase asset) | 3321 | protected void AssetReceived(string id, Object sender, AssetBase asset) |
3319 | { | 3322 | { |
3320 | SceneObjectPart sop = (SceneObjectPart)sender; | 3323 | SceneObjectPart sop = (SceneObjectPart)sender; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index c6d8c73..2026c53 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -28,6 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | ||
31 | using System.Reflection; | 32 | using System.Reflection; |
32 | using System.Runtime.Serialization; | 33 | using System.Runtime.Serialization; |
33 | using System.Security.Permissions; | 34 | using System.Security.Permissions; |
@@ -800,7 +801,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
800 | actor.Orientation = GetWorldRotation(); | 801 | actor.Orientation = GetWorldRotation(); |
801 | 802 | ||
802 | // Tell the physics engines that this prim changed. | 803 | // Tell the physics engines that this prim changed. |
803 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 804 | if (m_parentGroup.Scene != null) |
805 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | ||
804 | } | 806 | } |
805 | } | 807 | } |
806 | } | 808 | } |
@@ -1067,7 +1069,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1067 | } | 1069 | } |
1068 | } | 1070 | } |
1069 | 1071 | ||
1070 | |||
1071 | public bool CreateSelected | 1072 | public bool CreateSelected |
1072 | { | 1073 | { |
1073 | get { return m_createSelected; } | 1074 | get { return m_createSelected; } |
@@ -1085,11 +1086,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1085 | 1086 | ||
1086 | public Vector3 AbsolutePosition | 1087 | public Vector3 AbsolutePosition |
1087 | { | 1088 | { |
1088 | get { | 1089 | get |
1090 | { | ||
1089 | if (IsAttachment) | 1091 | if (IsAttachment) |
1090 | return GroupPosition; | 1092 | return GroupPosition; |
1091 | 1093 | ||
1092 | return m_offsetPosition + m_groupPosition; } | 1094 | return m_offsetPosition + m_groupPosition; |
1095 | } | ||
1093 | } | 1096 | } |
1094 | 1097 | ||
1095 | public SceneObjectGroup ParentGroup | 1098 | public SceneObjectGroup ParentGroup |
@@ -1238,7 +1241,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1238 | /// <summary> | 1241 | /// <summary> |
1239 | /// Property flags. See OpenMetaverse.PrimFlags | 1242 | /// Property flags. See OpenMetaverse.PrimFlags |
1240 | /// </summary> | 1243 | /// </summary> |
1244 | /// <remarks> | ||
1241 | /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge | 1245 | /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge |
1246 | /// </remarks> | ||
1242 | public PrimFlags Flags | 1247 | public PrimFlags Flags |
1243 | { | 1248 | { |
1244 | get { return _flags; } | 1249 | get { return _flags; } |
@@ -1561,6 +1566,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1561 | /// <param name="m_physicalPrim"></param> | 1566 | /// <param name="m_physicalPrim"></param> |
1562 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) | 1567 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) |
1563 | { | 1568 | { |
1569 | // m_log.DebugFormat("[SCENE OBJECT PART]: Applying physics to {0} {1} {2}", Name, LocalId, UUID); | ||
1570 | |||
1564 | bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); | 1571 | bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); |
1565 | bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); | 1572 | bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); |
1566 | 1573 | ||
@@ -1581,6 +1588,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1581 | // or flexible | 1588 | // or flexible |
1582 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) | 1589 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) |
1583 | { | 1590 | { |
1591 | // m_log.DebugFormat("[SCENE OBJECT PART]: Creating PhysActor for {0} {1} {2}", Name, LocalId, UUID); | ||
1592 | |||
1584 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 1593 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1585 | LocalId, | 1594 | LocalId, |
1586 | string.Format("{0}/{1}", Name, UUID), | 1595 | string.Format("{0}/{1}", Name, UUID), |
@@ -1802,7 +1811,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | { | 1811 | { |
1803 | ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name); | 1812 | ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name); |
1804 | } | 1813 | } |
1805 | |||
1806 | } | 1814 | } |
1807 | else | 1815 | else |
1808 | { | 1816 | { |
@@ -1864,7 +1872,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1864 | 1872 | ||
1865 | PhysActor.IsPhysical = UsePhysics; | 1873 | PhysActor.IsPhysical = UsePhysics; |
1866 | 1874 | ||
1867 | |||
1868 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 1875 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. |
1869 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 1876 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); |
1870 | /// that's not wholesome. Had to make Scene public | 1877 | /// that's not wholesome. Had to make Scene public |
@@ -1888,6 +1895,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1888 | } | 1895 | } |
1889 | } | 1896 | } |
1890 | } | 1897 | } |
1898 | |||
1891 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1899 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1892 | } | 1900 | } |
1893 | } | 1901 | } |
@@ -2823,6 +2831,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2823 | StoreUndoState(); | 2831 | StoreUndoState(); |
2824 | m_shape.Scale = scale; | 2832 | m_shape.Scale = scale; |
2825 | 2833 | ||
2834 | // If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we | ||
2835 | // need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to | ||
2836 | // save memory | ||
2837 | if (PhysActor != null) | ||
2838 | CheckSculptAndLoad(); | ||
2839 | |||
2826 | ParentGroup.HasGroupChanged = true; | 2840 | ParentGroup.HasGroupChanged = true; |
2827 | ScheduleFullUpdate(); | 2841 | ScheduleFullUpdate(); |
2828 | } | 2842 | } |
@@ -2951,7 +2965,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2951 | } | 2965 | } |
2952 | } | 2966 | } |
2953 | 2967 | ||
2954 | |||
2955 | public void SculptTextureCallback(UUID textureID, AssetBase texture) | 2968 | public void SculptTextureCallback(UUID textureID, AssetBase texture) |
2956 | { | 2969 | { |
2957 | if (m_shape.SculptEntry) | 2970 | if (m_shape.SculptEntry) |
@@ -2960,14 +2973,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2960 | //if (texture != null) | 2973 | //if (texture != null) |
2961 | { | 2974 | { |
2962 | if (texture != null) | 2975 | if (texture != null) |
2976 | { | ||
2977 | // m_log.DebugFormat( | ||
2978 | // "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name); | ||
2979 | |||
2963 | m_shape.SculptData = texture.Data; | 2980 | m_shape.SculptData = texture.Data; |
2981 | } | ||
2964 | 2982 | ||
2965 | if (PhysActor != null) | 2983 | if (PhysActor != null) |
2966 | { | 2984 | { |
2967 | // Tricks physics engine into thinking we've changed the part shape. | 2985 | // Update the physics actor with the new loaded sculpt data and set the taint signal. |
2968 | PrimitiveBaseShape m_newshape = m_shape.Copy(); | 2986 | PhysActor.Shape = m_shape; |
2969 | PhysActor.Shape = m_newshape; | ||
2970 | m_shape = m_newshape; | ||
2971 | 2987 | ||
2972 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 2988 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
2973 | } | 2989 | } |
@@ -3263,11 +3279,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3263 | { | 3279 | { |
3264 | m_parentGroup.SetAxisRotation(axis, rotate); | 3280 | m_parentGroup.SetAxisRotation(axis, rotate); |
3265 | } | 3281 | } |
3282 | |||
3266 | //Cannot use ScriptBaseClass constants as no referance to it currently. | 3283 | //Cannot use ScriptBaseClass constants as no referance to it currently. |
3267 | if (axis == 2)//STATUS_ROTATE_X | 3284 | if (axis == 2)//STATUS_ROTATE_X |
3268 | STATUS_ROTATE_X = rotate; | 3285 | STATUS_ROTATE_X = rotate; |
3286 | |||
3269 | if (axis == 4)//STATUS_ROTATE_Y | 3287 | if (axis == 4)//STATUS_ROTATE_Y |
3270 | STATUS_ROTATE_Y = rotate; | 3288 | STATUS_ROTATE_Y = rotate; |
3289 | |||
3271 | if (axis == 8)//STATUS_ROTATE_Z | 3290 | if (axis == 8)//STATUS_ROTATE_Z |
3272 | STATUS_ROTATE_Z = rotate; | 3291 | STATUS_ROTATE_Z = rotate; |
3273 | } | 3292 | } |
@@ -4318,14 +4337,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4318 | } | 4337 | } |
4319 | } | 4338 | } |
4320 | 4339 | ||
4321 | public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD) | 4340 | /// <summary> |
4341 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. | ||
4342 | /// </summary> | ||
4343 | /// <param name="UsePhysics"></param> | ||
4344 | /// <param name="SetTemporary"></param> | ||
4345 | /// <param name="SetPhantom"></param> | ||
4346 | /// <param name="SetVD"></param> | ||
4347 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | ||
4322 | { | 4348 | { |
4323 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4349 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4324 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4350 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
4325 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); | 4351 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); |
4326 | bool wasVD = VolumeDetectActive; | 4352 | bool wasVD = VolumeDetectActive; |
4327 | 4353 | ||
4328 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD)) | 4354 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4329 | { | 4355 | { |
4330 | return; | 4356 | return; |
4331 | } | 4357 | } |
@@ -4335,32 +4361,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
4335 | // that... | 4361 | // that... |
4336 | // ... if VD is changed, all others are not. | 4362 | // ... if VD is changed, all others are not. |
4337 | // ... if one of the others is changed, VD is not. | 4363 | // ... if one of the others is changed, VD is not. |
4338 | if (IsVD) // VD is active, special logic applies | 4364 | if (SetVD) // VD is active, special logic applies |
4339 | { | 4365 | { |
4340 | // State machine logic for VolumeDetect | 4366 | // State machine logic for VolumeDetect |
4341 | // More logic below | 4367 | // More logic below |
4342 | bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom; | 4368 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; |
4343 | 4369 | ||
4344 | if (phanReset) // Phantom changes from on to off switch VD off too | 4370 | if (phanReset) // Phantom changes from on to off switch VD off too |
4345 | { | 4371 | { |
4346 | IsVD = false; // Switch it of for the course of this routine | 4372 | SetVD = false; // Switch it of for the course of this routine |
4347 | VolumeDetectActive = false; // and also permanently | 4373 | VolumeDetectActive = false; // and also permanently |
4348 | if (PhysActor != null) | 4374 | if (PhysActor != null) |
4349 | PhysActor.SetVolumeDetect(0); // Let physics know about it too | 4375 | PhysActor.SetVolumeDetect(0); // Let physics know about it too |
4350 | } | 4376 | } |
4351 | else | 4377 | else |
4352 | { | 4378 | { |
4353 | IsPhantom = false; | ||
4354 | // If volumedetect is active we don't want phantom to be applied. | 4379 | // If volumedetect is active we don't want phantom to be applied. |
4355 | // If this is a new call to VD out of the state "phantom" | 4380 | // If this is a new call to VD out of the state "phantom" |
4356 | // this will also cause the prim to be visible to physics | 4381 | // this will also cause the prim to be visible to physics |
4382 | SetPhantom = false; | ||
4357 | } | 4383 | } |
4358 | |||
4359 | } | 4384 | } |
4360 | 4385 | ||
4361 | if (UsePhysics && IsJoint()) | 4386 | if (UsePhysics && IsJoint()) |
4362 | { | 4387 | { |
4363 | IsPhantom = true; | 4388 | SetPhantom = true; |
4364 | } | 4389 | } |
4365 | 4390 | ||
4366 | if (UsePhysics) | 4391 | if (UsePhysics) |
@@ -4390,8 +4415,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4390 | } | 4415 | } |
4391 | } | 4416 | } |
4392 | 4417 | ||
4393 | 4418 | if (SetPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | |
4394 | if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4395 | { | 4419 | { |
4396 | AddFlag(PrimFlags.Phantom); | 4420 | AddFlag(PrimFlags.Phantom); |
4397 | if (PhysActor != null) | 4421 | if (PhysActor != null) |
@@ -4406,6 +4430,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4406 | RemFlag(PrimFlags.Phantom); | 4430 | RemFlag(PrimFlags.Phantom); |
4407 | 4431 | ||
4408 | PhysicsActor pa = PhysActor; | 4432 | PhysicsActor pa = PhysActor; |
4433 | |||
4409 | if (pa == null) | 4434 | if (pa == null) |
4410 | { | 4435 | { |
4411 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4436 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
@@ -4422,6 +4447,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4422 | if (pa != null) | 4447 | if (pa != null) |
4423 | { | 4448 | { |
4424 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4449 | DoPhysicsPropertyUpdate(UsePhysics, true); |
4450 | |||
4425 | if (m_parentGroup != null) | 4451 | if (m_parentGroup != null) |
4426 | { | 4452 | { |
4427 | if (!m_parentGroup.IsDeleted) | 4453 | if (!m_parentGroup.IsDeleted) |
@@ -4432,6 +4458,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4432 | } | 4458 | } |
4433 | } | 4459 | } |
4434 | } | 4460 | } |
4461 | |||
4435 | if ( | 4462 | if ( |
4436 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | 4463 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4437 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | 4464 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || |
@@ -4442,8 +4469,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4442 | (CollisionSound != UUID.Zero) | 4469 | (CollisionSound != UUID.Zero) |
4443 | ) | 4470 | ) |
4444 | { | 4471 | { |
4445 | PhysActor.OnCollisionUpdate += PhysicsCollision; | 4472 | PhysActor.OnCollisionUpdate += PhysicsCollision; |
4446 | PhysActor.SubscribeEvents(1000); | 4473 | PhysActor.SubscribeEvents(1000); |
4447 | } | 4474 | } |
4448 | } | 4475 | } |
4449 | } | 4476 | } |
@@ -4465,7 +4492,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4465 | } | 4492 | } |
4466 | } | 4493 | } |
4467 | 4494 | ||
4468 | if (IsVD) | 4495 | if (SetVD) |
4469 | { | 4496 | { |
4470 | // If the above logic worked (this is urgent candidate to unit tests!) | 4497 | // If the above logic worked (this is urgent candidate to unit tests!) |
4471 | // we now have a physicsactor. | 4498 | // we now have a physicsactor. |
@@ -4480,18 +4507,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
4480 | } | 4507 | } |
4481 | } | 4508 | } |
4482 | else | 4509 | else |
4483 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 4510 | { |
4511 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | ||
4484 | // (mumbles, well, at least if you have infinte CPU powers :-)) | 4512 | // (mumbles, well, at least if you have infinte CPU powers :-)) |
4485 | PhysicsActor pa = this.PhysActor; | 4513 | PhysicsActor pa = this.PhysActor; |
4486 | if (pa != null) | 4514 | if (pa != null) |
4487 | { | 4515 | { |
4488 | PhysActor.SetVolumeDetect(0); | 4516 | PhysActor.SetVolumeDetect(0); |
4489 | } | 4517 | } |
4518 | |||
4490 | this.VolumeDetectActive = false; | 4519 | this.VolumeDetectActive = false; |
4491 | } | 4520 | } |
4492 | 4521 | ||
4493 | 4522 | if (SetTemporary) | |
4494 | if (IsTemporary) | ||
4495 | { | 4523 | { |
4496 | AddFlag(PrimFlags.TemporaryOnRez); | 4524 | AddFlag(PrimFlags.TemporaryOnRez); |
4497 | } | 4525 | } |
@@ -4542,6 +4570,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4542 | m_shape.PathTaperY = shapeBlock.PathTaperY; | 4570 | m_shape.PathTaperY = shapeBlock.PathTaperY; |
4543 | m_shape.PathTwist = shapeBlock.PathTwist; | 4571 | m_shape.PathTwist = shapeBlock.PathTwist; |
4544 | m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; | 4572 | m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; |
4573 | |||
4545 | if (PhysActor != null) | 4574 | if (PhysActor != null) |
4546 | { | 4575 | { |
4547 | PhysActor.Shape = m_shape; | 4576 | PhysActor.Shape = m_shape; |
@@ -4563,11 +4592,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4563 | } | 4592 | } |
4564 | 4593 | ||
4565 | /// <summary> | 4594 | /// <summary> |
4595 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics | ||
4596 | /// engine can use it. | ||
4597 | /// </summary> | ||
4598 | /// <remarks> | ||
4599 | /// When the physics engine has finished with it, the sculpt data is discarded to save memory. | ||
4600 | /// </remarks> | ||
4601 | public void CheckSculptAndLoad() | ||
4602 | { | ||
4603 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | ||
4604 | |||
4605 | if (ParentGroup.IsDeleted) | ||
4606 | return; | ||
4607 | |||
4608 | if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) | ||
4609 | return; | ||
4610 | |||
4611 | if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero) | ||
4612 | { | ||
4613 | // check if a previously decoded sculpt map has been cached | ||
4614 | if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString()))) | ||
4615 | { | ||
4616 | SculptTextureCallback(Shape.SculptTexture, null); | ||
4617 | } | ||
4618 | else | ||
4619 | { | ||
4620 | ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived); | ||
4621 | } | ||
4622 | } | ||
4623 | } | ||
4624 | |||
4625 | /// <summary> | ||
4566 | /// Update the textures on the part. | 4626 | /// Update the textures on the part. |
4567 | /// </summary> | 4627 | /// </summary> |
4628 | /// <remarks> | ||
4568 | /// Added to handle bug in libsecondlife's TextureEntry.ToBytes() | 4629 | /// Added to handle bug in libsecondlife's TextureEntry.ToBytes() |
4569 | /// not handling RGBA properly. Cycles through, and "fixes" the color | 4630 | /// not handling RGBA properly. Cycles through, and "fixes" the color |
4570 | /// info | 4631 | /// info |
4632 | /// </remarks> | ||
4571 | /// <param name="tex"></param> | 4633 | /// <param name="tex"></param> |
4572 | public void UpdateTexture(Primitive.TextureEntry tex) | 4634 | public void UpdateTexture(Primitive.TextureEntry tex) |
4573 | { | 4635 | { |
@@ -4798,6 +4860,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4798 | 4860 | ||
4799 | Inventory.ApplyNextOwnerPermissions(); | 4861 | Inventory.ApplyNextOwnerPermissions(); |
4800 | } | 4862 | } |
4863 | |||
4801 | public void UpdateLookAt() | 4864 | public void UpdateLookAt() |
4802 | { | 4865 | { |
4803 | try | 4866 | try |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 80aafd0..83b761c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1944,10 +1944,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1944 | m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); | 1944 | m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); |
1945 | } | 1945 | } |
1946 | 1946 | ||
1947 | |||
1948 | |||
1949 | SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); | 1947 | SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); |
1950 | } | 1948 | } |
1949 | |||
1951 | /* | 1950 | /* |
1952 | public void SitRayCastAvatarPosition(SceneObjectPart part) | 1951 | public void SitRayCastAvatarPosition(SceneObjectPart part) |
1953 | { | 1952 | { |
@@ -2380,7 +2379,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2380 | /// <param name="remoteClient"></param> | 2379 | /// <param name="remoteClient"></param> |
2381 | public void SendTerseUpdateToClient(IClientAPI remoteClient) | 2380 | public void SendTerseUpdateToClient(IClientAPI remoteClient) |
2382 | { | 2381 | { |
2383 | |||
2384 | // If the client is inactive, it's getting its updates from another | 2382 | // If the client is inactive, it's getting its updates from another |
2385 | // server. | 2383 | // server. |
2386 | if (remoteClient.IsActive) | 2384 | if (remoteClient.IsActive) |
@@ -2495,7 +2493,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2495 | } | 2493 | } |
2496 | 2494 | ||
2497 | // If we aren't using a cached appearance, then clear out the baked textures | 2495 | // If we aren't using a cached appearance, then clear out the baked textures |
2498 | if (! cachedappearance) | 2496 | if (!cachedappearance) |
2499 | { | 2497 | { |
2500 | m_appearance.ResetAppearance(); | 2498 | m_appearance.ResetAppearance(); |
2501 | if (m_scene.AvatarFactory != null) | 2499 | if (m_scene.AvatarFactory != null) |
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index fcf7e0c..c18c93a 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -1001,6 +1001,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1001 | 1001 | ||
1002 | private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) | 1002 | private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) |
1003 | { | 1003 | { |
1004 | // m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length); | ||
1005 | |||
1004 | shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData")); | 1006 | shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData")); |
1005 | } | 1007 | } |
1006 | 1008 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs index cff649b..5586c65 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs | |||
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
83 | region1 = scene.RegionInfo.RegionHandle; | 83 | region1 = scene.RegionInfo.RegionHandle; |
84 | region2 = scene2.RegionInfo.RegionHandle; | 84 | region2 = scene2.RegionInfo.RegionHandle; |
85 | 85 | ||
86 | SceneSetupHelpers.AddRootAgent(scene, agent1); | 86 | SceneSetupHelpers.AddClient(scene, agent1); |
87 | } | 87 | } |
88 | 88 | ||
89 | [Test] | 89 | [Test] |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 0a82c4f..260d1c0 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs | |||
@@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
139 | 139 | ||
140 | SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); | 140 | SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); |
141 | 141 | ||
142 | IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId); | 142 | IClientAPI client = SceneSetupHelpers.AddClient(scene, agentId); |
143 | scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero); | 143 | scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero); |
144 | 144 | ||
145 | SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); | 145 | SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs index 5357a06..1b8c100 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs | |||
@@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
66 | IConfig config = configSource.AddConfig("Startup"); | 66 | IConfig config = configSource.AddConfig("Startup"); |
67 | config.Set("serverside_object_permissions", true); | 67 | config.Set("serverside_object_permissions", true); |
68 | SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); | 68 | SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); |
69 | TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); | 69 | TestClient client = SceneSetupHelpers.AddClient(scene, userId); |
70 | 70 | ||
71 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. | 71 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. |
72 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; | 72 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; |
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
105 | IConfig config = configSource.AddConfig("Startup"); | 105 | IConfig config = configSource.AddConfig("Startup"); |
106 | config.Set("serverside_object_permissions", true); | 106 | config.Set("serverside_object_permissions", true); |
107 | SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); | 107 | SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); |
108 | TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); | 108 | TestClient client = SceneSetupHelpers.AddClient(scene, userId); |
109 | 109 | ||
110 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. | 110 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. |
111 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; | 111 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs index 77bd4c2..8425d37 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs | |||
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
75 | new GroupsModule(), | 75 | new GroupsModule(), |
76 | new MockGroupsServicesConnector() }); | 76 | new MockGroupsServicesConnector() }); |
77 | 77 | ||
78 | TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); | 78 | TestClient client = SceneSetupHelpers.AddClient(scene, userId); |
79 | 79 | ||
80 | IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>(); | 80 | IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>(); |
81 | 81 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs index 03ac252..a37b338 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs | |||
@@ -212,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
212 | 212 | ||
213 | SceneSetupHelpers.SetupSceneModules(myScene1, configSource, etm); | 213 | SceneSetupHelpers.SetupSceneModules(myScene1, configSource, etm); |
214 | 214 | ||
215 | SceneSetupHelpers.AddRootAgent(myScene1, agent1Id); | 215 | SceneSetupHelpers.AddClient(myScene1, agent1Id); |
216 | ScenePresence childPresence = myScene2.GetScenePresence(agent1); | 216 | ScenePresence childPresence = myScene2.GetScenePresence(agent1); |
217 | 217 | ||
218 | // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents | 218 | // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs index 1b5a54e..4074f5d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs | |||
@@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
125 | sceneA.RegisterRegionWithGrid(); | 125 | sceneA.RegisterRegionWithGrid(); |
126 | 126 | ||
127 | UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041"); | 127 | UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041"); |
128 | TestClient client = SceneSetupHelpers.AddRootAgent(sceneA, agentId); | 128 | TestClient client = SceneSetupHelpers.AddClient(sceneA, agentId); |
129 | 129 | ||
130 | ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>(); | 130 | ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>(); |
131 | 131 | ||
diff --git a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs index 7304145..77e7acf 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs | |||
@@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance | |||
113 | { | 113 | { |
114 | bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(client); | 114 | bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(client); |
115 | MainConsole.Instance.OutputFormat( | 115 | MainConsole.Instance.OutputFormat( |
116 | "{0} baked apperance texture is {1}", client.Name, bakedTextureValid ? "OK" : "corrupt"); | 116 | "{0} baked appearance texture is {1}", client.Name, bakedTextureValid ? "OK" : "corrupt"); |
117 | } | 117 | } |
118 | }); | 118 | }); |
119 | } | 119 | } |
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs index 42efd67..a5bba4f 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs | |||
@@ -417,9 +417,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice | |||
417 | public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param, | 417 | public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param, |
418 | UUID agentID, Caps caps) | 418 | UUID agentID, Caps caps) |
419 | { | 419 | { |
420 | // m_log.DebugFormat( | 420 | m_log.DebugFormat( |
421 | // "[FreeSwitchVoice][PARCELVOICE]: ParcelVoiceInfoRequest() on {0} for {1}", | 421 | "[FreeSwitchVoice][PARCELVOICE]: ParcelVoiceInfoRequest() on {0} for {1}", |
422 | // scene.RegionInfo.RegionName, agentID); | 422 | scene.RegionInfo.RegionName, agentID); |
423 | 423 | ||
424 | ScenePresence avatar = scene.GetScenePresence(agentID); | 424 | ScenePresence avatar = scene.GetScenePresence(agentID); |
425 | string avatarName = avatar.Name; | 425 | string avatarName = avatar.Name; |
@@ -885,4 +885,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice | |||
885 | 885 | ||
886 | #endregion | 886 | #endregion |
887 | } | 887 | } |
888 | } \ No newline at end of file | 888 | } |
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs index 2bf8489..0800e98 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsMessagingModule.cs | |||
@@ -70,7 +70,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups | |||
70 | // if groups aren't enabled, we're not needed. | 70 | // if groups aren't enabled, we're not needed. |
71 | // if we're not specified as the connector to use, then we're not wanted | 71 | // if we're not specified as the connector to use, then we're not wanted |
72 | if ((groupsConfig.GetBoolean("Enabled", false) == false) | 72 | if ((groupsConfig.GetBoolean("Enabled", false) == false) |
73 | || (groupsConfig.GetString("MessagingModule", "Default") != Name)) | 73 | || (groupsConfig.GetString("MessagingModule", "GroupsMessagingModule") != Name)) |
74 | { | 74 | { |
75 | m_groupMessagingEnabled = false; | 75 | m_groupMessagingEnabled = false; |
76 | return; | 76 | return; |
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs index 02751ea..42008da 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs | |||
@@ -200,7 +200,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups | |||
200 | // if groups aren't enabled, we're not needed. | 200 | // if groups aren't enabled, we're not needed. |
201 | // if we're not specified as the connector to use, then we're not wanted | 201 | // if we're not specified as the connector to use, then we're not wanted |
202 | if ((groupsConfig.GetBoolean("Enabled", false) == false) | 202 | if ((groupsConfig.GetBoolean("Enabled", false) == false) |
203 | || (groupsConfig.GetString("ServicesConnectorModule", "Default") != Name)) | 203 | || (groupsConfig.GetString("ServicesConnectorModule", "XmlRpcGroupsServicesConnector") != Name)) |
204 | { | 204 | { |
205 | m_connectorEnabled = false; | 205 | m_connectorEnabled = false; |
206 | return; | 206 | return; |
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs index 2631ac1..a08bcd0 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs | |||
@@ -109,7 +109,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups | |||
109 | // if groups aren't enabled, we're not needed. | 109 | // if groups aren't enabled, we're not needed. |
110 | // if we're not specified as the connector to use, then we're not wanted | 110 | // if we're not specified as the connector to use, then we're not wanted |
111 | if ((groupsConfig.GetBoolean("Enabled", false) == false) | 111 | if ((groupsConfig.GetBoolean("Enabled", false) == false) |
112 | || (groupsConfig.GetString("ServicesConnectorModule", "Default") != Name)) | 112 | || (groupsConfig.GetString("ServicesConnectorModule", "XmlRpcGroupsServicesConnector") != Name)) |
113 | { | 113 | { |
114 | m_connectorEnabled = false; | 114 | m_connectorEnabled = false; |
115 | return; | 115 | return; |
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs index faed522..aa23fee 100644 --- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs +++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs | |||
@@ -801,7 +801,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule | |||
801 | // retain pathcurve | 801 | // retain pathcurve |
802 | shapeBlock.PathCurve = part.Shape.PathCurve; | 802 | shapeBlock.PathCurve = part.Shape.PathCurve; |
803 | 803 | ||
804 | part.Shape.SetSculptData((byte)type, sculptId); | 804 | part.Shape.SetSculptProperties((byte)type, sculptId); |
805 | part.Shape.SculptEntry = true; | 805 | part.Shape.SculptEntry = true; |
806 | part.UpdateShape(shapeBlock); | 806 | part.UpdateShape(shapeBlock); |
807 | } | 807 | } |
diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs index eed6450..05c729a 100644 --- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs | |||
@@ -36,6 +36,7 @@ using log4net; | |||
36 | using Nini.Config; | 36 | using Nini.Config; |
37 | using OpenMetaverse; | 37 | using OpenMetaverse; |
38 | using OpenMetaverse.StructuredData; | 38 | using OpenMetaverse.StructuredData; |
39 | using OpenSim.Services.Interfaces; | ||
39 | 40 | ||
40 | using OpenSim.Framework; | 41 | using OpenSim.Framework; |
41 | using OpenSim.Region.Framework.Interfaces; | 42 | using OpenSim.Region.Framework.Interfaces; |
@@ -175,6 +176,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady | |||
175 | 176 | ||
176 | m_scene.EventManager.TriggerOnChatBroadcast(this, c); | 177 | m_scene.EventManager.TriggerOnChatBroadcast(this, c); |
177 | m_scene.EventManager.TriggerLoginsEnabled(m_scene.RegionInfo.RegionName); | 178 | m_scene.EventManager.TriggerLoginsEnabled(m_scene.RegionInfo.RegionName); |
179 | m_scene.SceneGridService.InformNeighborsThatRegionisUp(m_scene.RequestModuleInterface<INeighbourService>(), m_scene.RegionInfo); | ||
178 | } | 180 | } |
179 | } | 181 | } |
180 | 182 | ||
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index c471636..3cdd06d 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -25,13 +25,15 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | ||
28 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Reflection; | ||
29 | using System.Threading; | 31 | using System.Threading; |
30 | using OpenMetaverse; | 32 | using log4net; |
31 | using Nini.Config; | 33 | using Nini.Config; |
34 | using OpenMetaverse; | ||
32 | using OpenSim.Region.Framework.Interfaces; | 35 | using OpenSim.Region.Framework.Interfaces; |
33 | using OpenSim.Region.Framework.Scenes; | 36 | using OpenSim.Region.Framework.Scenes; |
34 | using OpenSim.Region.CoreModules.Avatar.NPC; | ||
35 | using OpenSim.Framework; | 37 | using OpenSim.Framework; |
36 | using Timer=System.Timers.Timer; | 38 | using Timer=System.Timers.Timer; |
37 | using OpenSim.Services.Interfaces; | 39 | using OpenSim.Services.Interfaces; |
@@ -40,24 +42,17 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
40 | { | 42 | { |
41 | public class NPCModule : IRegionModule, INPCModule | 43 | public class NPCModule : IRegionModule, INPCModule |
42 | { | 44 | { |
43 | // private const bool m_enabled = false; | 45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
44 | 46 | ||
45 | private Mutex m_createMutex; | 47 | // private const bool m_enabled = false; |
46 | private Timer m_timer; | ||
47 | 48 | ||
48 | private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); | 49 | private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); |
49 | private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>(); | 50 | private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>(); |
50 | 51 | ||
51 | // Timer vars. | 52 | public void Initialise(Scene scene, IConfigSource source) |
52 | private bool p_inUse = false; | 53 | { |
53 | private readonly object p_lock = new object(); | 54 | scene.RegisterModuleInterface<INPCModule>(this); |
54 | // Private Temporary Variables. | 55 | } |
55 | private string p_firstname; | ||
56 | private string p_lastname; | ||
57 | private Vector3 p_position; | ||
58 | private Scene p_scene; | ||
59 | private UUID p_cloneAppearanceFrom; | ||
60 | private UUID p_returnUuid; | ||
61 | 56 | ||
62 | private AvatarAppearance GetAppearance(UUID target, Scene scene) | 57 | private AvatarAppearance GetAppearance(UUID target, Scene scene) |
63 | { | 58 | { |
@@ -74,31 +69,53 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
74 | return new AvatarAppearance(); | 69 | return new AvatarAppearance(); |
75 | } | 70 | } |
76 | 71 | ||
77 | public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom) | 72 | public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom) |
78 | { | 73 | { |
79 | // Block. | 74 | NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); |
80 | m_createMutex.WaitOne(); | 75 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); |
76 | |||
77 | m_log.DebugFormat( | ||
78 | "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}", | ||
79 | firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName); | ||
80 | |||
81 | AgentCircuitData acd = new AgentCircuitData(); | ||
82 | acd.AgentID = npcAvatar.AgentId; | ||
83 | acd.firstname = firstname; | ||
84 | acd.lastname = lastname; | ||
85 | acd.ServiceURLs = new Dictionary<string, object>(); | ||
81 | 86 | ||
82 | // Copy Temp Variables for Timer to pick up. | 87 | AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene); |
83 | lock (p_lock) | 88 | AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true); |
89 | acd.Appearance = npcAppearance; | ||
90 | |||
91 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); | ||
92 | scene.AddNewClient(npcAvatar); | ||
93 | |||
94 | ScenePresence sp; | ||
95 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) | ||
84 | { | 96 | { |
85 | p_firstname = firstname; | 97 | m_log.DebugFormat( |
86 | p_lastname = lastname; | 98 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); |
87 | p_position = position; | ||
88 | p_scene = scene; | ||
89 | p_cloneAppearanceFrom = cloneAppearanceFrom; | ||
90 | p_inUse = true; | ||
91 | p_returnUuid = UUID.Zero; | ||
92 | } | ||
93 | 99 | ||
94 | while (p_returnUuid == UUID.Zero) | 100 | // Shouldn't call this - temporary. |
101 | sp.CompleteMovement(npcAvatar); | ||
102 | |||
103 | // sp.SendAppearanceToAllOtherAgents(); | ||
104 | // | ||
105 | // // Send animations back to the avatar as well | ||
106 | // sp.Animator.SendAnimPack(); | ||
107 | } | ||
108 | else | ||
95 | { | 109 | { |
96 | Thread.Sleep(250); | 110 | m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); |
97 | } | 111 | } |
98 | 112 | ||
99 | m_createMutex.ReleaseMutex(); | 113 | lock (m_avatars) |
114 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); | ||
115 | |||
116 | m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); | ||
100 | 117 | ||
101 | return p_returnUuid; | 118 | return npcAvatar.AgentId; |
102 | } | 119 | } |
103 | 120 | ||
104 | public void Autopilot(UUID agentID, Scene scene, Vector3 pos) | 121 | public void Autopilot(UUID agentID, Scene scene, Vector3 pos) |
@@ -137,48 +154,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
137 | } | 154 | } |
138 | } | 155 | } |
139 | 156 | ||
140 | |||
141 | public void Initialise(Scene scene, IConfigSource source) | ||
142 | { | ||
143 | m_createMutex = new Mutex(false); | ||
144 | |||
145 | m_timer = new Timer(500); | ||
146 | m_timer.Elapsed += m_timer_Elapsed; | ||
147 | m_timer.Start(); | ||
148 | |||
149 | scene.RegisterModuleInterface<INPCModule>(this); | ||
150 | } | ||
151 | |||
152 | void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) | ||
153 | { | ||
154 | lock (p_lock) | ||
155 | { | ||
156 | if (p_inUse) | ||
157 | { | ||
158 | p_inUse = false; | ||
159 | |||
160 | NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene); | ||
161 | npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue); | ||
162 | |||
163 | p_scene.AddNewClient(npcAvatar); | ||
164 | |||
165 | ScenePresence sp; | ||
166 | if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) | ||
167 | { | ||
168 | AvatarAppearance x = GetAppearance(p_cloneAppearanceFrom, p_scene); | ||
169 | |||
170 | sp.Appearance.SetTextureEntries(x.Texture); | ||
171 | sp.Appearance.SetVisualParams((byte[])x.VisualParams.Clone()); | ||
172 | sp.SendAppearanceToAllOtherAgents(); | ||
173 | } | ||
174 | |||
175 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); | ||
176 | |||
177 | p_returnUuid = npcAvatar.AgentId; | ||
178 | } | ||
179 | } | ||
180 | } | ||
181 | |||
182 | public void PostInitialise() | 157 | public void PostInitialise() |
183 | { | 158 | { |
184 | } | 159 | } |
@@ -197,4 +172,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
197 | get { return true; } | 172 | get { return true; } |
198 | } | 173 | } |
199 | } | 174 | } |
200 | } | 175 | } \ No newline at end of file |
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs new file mode 100644 index 0000000..899e721 --- /dev/null +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | |||
@@ -0,0 +1,71 @@ | |||
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 OpenSimulator 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.Reflection; | ||
30 | using Nini.Config; | ||
31 | using NUnit.Framework; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Framework.Communications; | ||
35 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
37 | using OpenSim.Region.Framework.Scenes; | ||
38 | using OpenSim.Services.AvatarService; | ||
39 | using OpenSim.Tests.Common; | ||
40 | using OpenSim.Tests.Common.Mock; | ||
41 | |||
42 | namespace OpenSim.Region.OptionalModules.World.NPC.Tests | ||
43 | { | ||
44 | [TestFixture] | ||
45 | public class NPCModuleTests | ||
46 | { | ||
47 | [Test] | ||
48 | public void TestCreate() | ||
49 | { | ||
50 | TestHelper.InMethod(); | ||
51 | // log4net.Config.XmlConfigurator.Configure(); | ||
52 | |||
53 | IConfigSource config = new IniConfigSource(); | ||
54 | |||
55 | config.AddConfig("Modules"); | ||
56 | config.Configs["Modules"].Set("AvatarServices", "LocalAvatarServicesConnector"); | ||
57 | config.AddConfig("AvatarService"); | ||
58 | config.Configs["AvatarService"].Set("LocalServiceModule", "OpenSim.Services.AvatarService.dll:AvatarService"); | ||
59 | config.Configs["AvatarService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); | ||
60 | |||
61 | TestScene scene = SceneSetupHelpers.SetupScene(); | ||
62 | SceneSetupHelpers.SetupSceneModules(scene, config, new NPCModule(), new LocalAvatarServicesConnector()); | ||
63 | |||
64 | INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); | ||
65 | UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, UUID.Zero); | ||
66 | |||
67 | ScenePresence npc = scene.GetScenePresence(npcId); | ||
68 | Assert.That(npc, Is.Not.Null); | ||
69 | } | ||
70 | } | ||
71 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 54c50f8..13ea084 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -86,7 +86,10 @@ namespace OpenSim.Region.Physics.Manager | |||
86 | Vector3 size, Quaternion rotation, bool isPhysical) | 86 | Vector3 size, Quaternion rotation, bool isPhysical) |
87 | { | 87 | { |
88 | PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); | 88 | PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); |
89 | if (ret != null) ret.LocalID = localID; | 89 | |
90 | if (ret != null) | ||
91 | ret.LocalID = localID; | ||
92 | |||
90 | return ret; | 93 | return ret; |
91 | } | 94 | } |
92 | 95 | ||
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 99b2d84..5ca5f20 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -100,7 +100,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
100 | { | 100 | { |
101 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); | 101 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); |
102 | } | 102 | } |
103 | |||
104 | } | 103 | } |
105 | 104 | ||
106 | /// <summary> | 105 | /// <summary> |
@@ -156,7 +155,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
156 | return box; | 155 | return box; |
157 | } | 156 | } |
158 | 157 | ||
159 | |||
160 | /// <summary> | 158 | /// <summary> |
161 | /// Creates a simple bounding box mesh for a complex input mesh | 159 | /// Creates a simple bounding box mesh for a complex input mesh |
162 | /// </summary> | 160 | /// </summary> |
@@ -193,7 +191,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
193 | m_log.Error(message); | 191 | m_log.Error(message); |
194 | m_log.Error("\nPrim Name: " + primName); | 192 | m_log.Error("\nPrim Name: " + primName); |
195 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); | 193 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); |
196 | |||
197 | } | 194 | } |
198 | 195 | ||
199 | private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod) | 196 | private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod) |
@@ -257,6 +254,52 @@ namespace OpenSim.Region.Physics.Meshing | |||
257 | return ((hash << 5) + hash) + (ulong)(c >> 8); | 254 | return ((hash << 5) + hash) + (ulong)(c >> 8); |
258 | } | 255 | } |
259 | 256 | ||
257 | /// <summary> | ||
258 | /// Add a submesh to an existing list of coords and faces. | ||
259 | /// </summary> | ||
260 | /// <param name="subMeshData"></param> | ||
261 | /// <param name="size">Size of entire object</param> | ||
262 | /// <param name="coords"></param> | ||
263 | /// <param name="faces"></param> | ||
264 | private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces) | ||
265 | { | ||
266 | // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); | ||
267 | |||
268 | // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level | ||
269 | // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no | ||
270 | // geometry for this submesh. | ||
271 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) | ||
272 | return; | ||
273 | |||
274 | OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | ||
275 | OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | ||
276 | ushort faceIndexOffset = (ushort)coords.Count; | ||
277 | |||
278 | byte[] posBytes = subMeshData["Position"].AsBinary(); | ||
279 | for (int i = 0; i < posBytes.Length; i += 6) | ||
280 | { | ||
281 | ushort uX = Utils.BytesToUInt16(posBytes, i); | ||
282 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); | ||
283 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); | ||
284 | |||
285 | Coord c = new Coord( | ||
286 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, | ||
287 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, | ||
288 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); | ||
289 | |||
290 | coords.Add(c); | ||
291 | } | ||
292 | |||
293 | byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); | ||
294 | for (int i = 0; i < triangleBytes.Length; i += 6) | ||
295 | { | ||
296 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); | ||
297 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); | ||
298 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); | ||
299 | Face f = new Face(v1, v2, v3); | ||
300 | faces.Add(f); | ||
301 | } | ||
302 | } | ||
260 | 303 | ||
261 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | 304 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
262 | { | 305 | { |
@@ -276,7 +319,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
276 | if (!useMeshiesPhysicsMesh) | 319 | if (!useMeshiesPhysicsMesh) |
277 | return null; | 320 | return null; |
278 | 321 | ||
279 | m_log.Debug("[MESH]: experimental mesh proxy generation"); | 322 | m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); |
280 | 323 | ||
281 | OSD meshOsd = null; | 324 | OSD meshOsd = null; |
282 | 325 | ||
@@ -291,23 +334,38 @@ namespace OpenSim.Region.Physics.Meshing | |||
291 | { | 334 | { |
292 | try | 335 | try |
293 | { | 336 | { |
294 | meshOsd = (OSDMap)OSDParser.DeserializeLLSDBinary(data); | 337 | OSD osd = OSDParser.DeserializeLLSDBinary(data); |
338 | if (osd is OSDMap) | ||
339 | meshOsd = (OSDMap)osd; | ||
340 | else | ||
341 | { | ||
342 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); | ||
343 | return null; | ||
344 | } | ||
295 | } | 345 | } |
296 | catch (Exception e) | 346 | catch (Exception e) |
297 | { | 347 | { |
298 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | 348 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); |
299 | } | 349 | } |
350 | |||
300 | start = data.Position; | 351 | start = data.Position; |
301 | } | 352 | } |
302 | 353 | ||
303 | if (meshOsd is OSDMap) | 354 | if (meshOsd is OSDMap) |
304 | { | 355 | { |
356 | OSDMap physicsParms = null; | ||
305 | OSDMap map = (OSDMap)meshOsd; | 357 | OSDMap map = (OSDMap)meshOsd; |
306 | OSDMap physicsParms = (OSDMap)map["physics_shape"]; // old asset format | 358 | if (map.ContainsKey("physics_shape")) |
307 | 359 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | |
308 | if (physicsParms.Count == 0) | 360 | else if (map.ContainsKey("physics_mesh")) |
309 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | 361 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format |
310 | 362 | ||
363 | if (physicsParms == null) | ||
364 | { | ||
365 | m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); | ||
366 | return null; | ||
367 | } | ||
368 | |||
311 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; | 369 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; |
312 | int physSize = physicsParms["size"].AsInteger(); | 370 | int physSize = physicsParms["size"].AsInteger(); |
313 | 371 | ||
@@ -353,42 +411,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
353 | // physics_shape is an array of OSDMaps, one for each submesh | 411 | // physics_shape is an array of OSDMaps, one for each submesh |
354 | if (decodedMeshOsd is OSDArray) | 412 | if (decodedMeshOsd is OSDArray) |
355 | { | 413 | { |
414 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | ||
415 | |||
356 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | 416 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; |
357 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | 417 | foreach (OSD subMeshOsd in decodedMeshOsdArray) |
358 | { | 418 | { |
359 | if (subMeshOsd is OSDMap) | 419 | if (subMeshOsd is OSDMap) |
360 | { | 420 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); |
361 | OSDMap subMeshMap = (OSDMap)subMeshOsd; | ||
362 | |||
363 | OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"].AsVector3(); | ||
364 | OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"].AsVector3(); | ||
365 | ushort faceIndexOffset = (ushort)coords.Count; | ||
366 | |||
367 | byte[] posBytes = subMeshMap["Position"].AsBinary(); | ||
368 | for (int i = 0; i < posBytes.Length; i += 6) | ||
369 | { | ||
370 | ushort uX = Utils.BytesToUInt16(posBytes, i); | ||
371 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); | ||
372 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); | ||
373 | |||
374 | Coord c = new Coord( | ||
375 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, | ||
376 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, | ||
377 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); | ||
378 | |||
379 | coords.Add(c); | ||
380 | } | ||
381 | |||
382 | byte[] triangleBytes = subMeshMap["TriangleList"].AsBinary(); | ||
383 | for (int i = 0; i < triangleBytes.Length; i += 6) | ||
384 | { | ||
385 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); | ||
386 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); | ||
387 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); | ||
388 | Face f = new Face(v1, v2, v3); | ||
389 | faces.Add(f); | ||
390 | } | ||
391 | } | ||
392 | } | 421 | } |
393 | } | 422 | } |
394 | } | 423 | } |
@@ -511,7 +540,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
511 | 540 | ||
512 | profileBegin = 0.5f * profileBegin + 0.5f; | 541 | profileBegin = 0.5f * profileBegin + 0.5f; |
513 | profileEnd = 0.5f * profileEnd + 0.5f; | 542 | profileEnd = 0.5f * profileEnd + 0.5f; |
514 | |||
515 | } | 543 | } |
516 | 544 | ||
517 | int hollowSides = sides; | 545 | int hollowSides = sides; |
@@ -620,6 +648,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
620 | Face f = faces[i]; | 648 | Face f = faces[i]; |
621 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); | 649 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); |
622 | } | 650 | } |
651 | |||
623 | return mesh; | 652 | return mesh; |
624 | } | 653 | } |
625 | 654 | ||
@@ -630,6 +659,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
630 | 659 | ||
631 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | 660 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) |
632 | { | 661 | { |
662 | #if SPAM | ||
663 | m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); | ||
664 | #endif | ||
665 | |||
633 | Mesh mesh = null; | 666 | Mesh mesh = null; |
634 | ulong key = 0; | 667 | ulong key = 0; |
635 | 668 | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index c91658e..123c8ff 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -38,6 +38,9 @@ | |||
38 | * switch between 'VEHICLE' parameter use and general dynamics | 38 | * switch between 'VEHICLE' parameter use and general dynamics |
39 | * settings use. | 39 | * settings use. |
40 | */ | 40 | */ |
41 | |||
42 | //#define SPAM | ||
43 | |||
41 | using System; | 44 | using System; |
42 | using System.Collections.Generic; | 45 | using System.Collections.Generic; |
43 | using System.Reflection; | 46 | using System.Reflection; |
@@ -54,7 +57,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
54 | /// <summary> | 57 | /// <summary> |
55 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | 58 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. |
56 | /// </summary> | 59 | /// </summary> |
57 | |||
58 | public class OdePrim : PhysicsActor | 60 | public class OdePrim : PhysicsActor |
59 | { | 61 | { |
60 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 62 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
@@ -279,14 +281,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
279 | 281 | ||
280 | public override bool Selected | 282 | public override bool Selected |
281 | { | 283 | { |
282 | set { | 284 | set |
283 | 285 | { | |
284 | |||
285 | // This only makes the object not collidable if the object | 286 | // This only makes the object not collidable if the object |
286 | // is physical or the object is modified somehow *IN THE FUTURE* | 287 | // is physical or the object is modified somehow *IN THE FUTURE* |
287 | // without this, if an avatar selects prim, they can walk right | 288 | // without this, if an avatar selects prim, they can walk right |
288 | // through it while it's selected | 289 | // through it while it's selected |
289 | m_collisionscore = 0; | 290 | m_collisionscore = 0; |
291 | |||
290 | if ((m_isphysical && !_zeroFlag) || !value) | 292 | if ((m_isphysical && !_zeroFlag) || !value) |
291 | { | 293 | { |
292 | m_taintselected = value; | 294 | m_taintselected = value; |
@@ -297,7 +299,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
297 | m_taintselected = value; | 299 | m_taintselected = value; |
298 | m_isSelected = value; | 300 | m_isSelected = value; |
299 | } | 301 | } |
300 | if (m_isSelected) disableBodySoft(); | 302 | |
303 | if (m_isSelected) | ||
304 | disableBodySoft(); | ||
301 | } | 305 | } |
302 | } | 306 | } |
303 | 307 | ||
@@ -324,8 +328,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
324 | //m_log.Warn("Setting Geom to: " + prim_geom); | 328 | //m_log.Warn("Setting Geom to: " + prim_geom); |
325 | } | 329 | } |
326 | 330 | ||
327 | |||
328 | |||
329 | public void enableBodySoft() | 331 | public void enableBodySoft() |
330 | { | 332 | { |
331 | if (!childPrim) | 333 | if (!childPrim) |
@@ -626,8 +628,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
626 | break; | 628 | break; |
627 | } | 629 | } |
628 | 630 | ||
629 | |||
630 | |||
631 | float taperX1; | 631 | float taperX1; |
632 | float taperY1; | 632 | float taperY1; |
633 | float taperX; | 633 | float taperX; |
@@ -682,9 +682,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
682 | // else if (returnMass > _parent_scene.maximumMassObject) | 682 | // else if (returnMass > _parent_scene.maximumMassObject) |
683 | // returnMass = _parent_scene.maximumMassObject; | 683 | // returnMass = _parent_scene.maximumMassObject; |
684 | 684 | ||
685 | |||
686 | |||
687 | |||
688 | // Recursively calculate mass | 685 | // Recursively calculate mass |
689 | bool HasChildPrim = false; | 686 | bool HasChildPrim = false; |
690 | lock (childrenPrim) | 687 | lock (childrenPrim) |
@@ -693,8 +690,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
693 | { | 690 | { |
694 | HasChildPrim = true; | 691 | HasChildPrim = true; |
695 | } | 692 | } |
696 | |||
697 | } | 693 | } |
694 | |||
698 | if (HasChildPrim) | 695 | if (HasChildPrim) |
699 | { | 696 | { |
700 | OdePrim[] childPrimArr = new OdePrim[0]; | 697 | OdePrim[] childPrimArr = new OdePrim[0]; |
@@ -711,10 +708,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
711 | break; | 708 | break; |
712 | } | 709 | } |
713 | } | 710 | } |
711 | |||
714 | if (returnMass > _parent_scene.maximumMassObject) | 712 | if (returnMass > _parent_scene.maximumMassObject) |
715 | returnMass = _parent_scene.maximumMassObject; | 713 | returnMass = _parent_scene.maximumMassObject; |
714 | |||
716 | return returnMass; | 715 | return returnMass; |
717 | }// end CalculateMass | 716 | } |
718 | 717 | ||
719 | #endregion | 718 | #endregion |
720 | 719 | ||
@@ -750,7 +749,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
750 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 749 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
751 | } | 750 | } |
752 | 751 | ||
753 | |||
754 | d.BodyDestroy(Body); | 752 | d.BodyDestroy(Body); |
755 | lock (childrenPrim) | 753 | lock (childrenPrim) |
756 | { | 754 | { |
@@ -779,7 +777,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
779 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 777 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
780 | } | 778 | } |
781 | 779 | ||
782 | |||
783 | Body = IntPtr.Zero; | 780 | Body = IntPtr.Zero; |
784 | } | 781 | } |
785 | } | 782 | } |
@@ -791,6 +788,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
791 | 788 | ||
792 | public void setMesh(OdeScene parent_scene, IMesh mesh) | 789 | public void setMesh(OdeScene parent_scene, IMesh mesh) |
793 | { | 790 | { |
791 | // m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); | ||
792 | |||
794 | // This sleeper is there to moderate how long it takes between | 793 | // This sleeper is there to moderate how long it takes between |
795 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | 794 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object |
796 | 795 | ||
@@ -869,7 +868,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
869 | if (prim_geom != IntPtr.Zero) | 868 | if (prim_geom != IntPtr.Zero) |
870 | { | 869 | { |
871 | if (!_position.ApproxEquals(m_taintposition, 0f)) | 870 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
872 | changemove(timestep); | 871 | changemove(timestep); |
873 | 872 | ||
874 | if (m_taintrot != _orientation) | 873 | if (m_taintrot != _orientation) |
875 | { | 874 | { |
@@ -887,19 +886,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
887 | rotate(timestep); | 886 | rotate(timestep); |
888 | } | 887 | } |
889 | } | 888 | } |
890 | // | ||
891 | 889 | ||
892 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | 890 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) |
893 | changePhysicsStatus(timestep); | 891 | changePhysicsStatus(timestep); |
894 | // | ||
895 | 892 | ||
896 | if (!_size.ApproxEquals(m_taintsize,0f)) | 893 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
897 | changesize(timestep); | 894 | changesize(timestep); |
898 | // | ||
899 | 895 | ||
900 | if (m_taintshape) | 896 | if (m_taintshape) |
901 | changeshape(timestep); | 897 | changeshape(timestep); |
902 | // | ||
903 | 898 | ||
904 | if (m_taintforce) | 899 | if (m_taintforce) |
905 | changeAddForce(timestep); | 900 | changeAddForce(timestep); |
@@ -927,7 +922,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
927 | 922 | ||
928 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | 923 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
929 | changeAngularLock(timestep); | 924 | changeAngularLock(timestep); |
930 | |||
931 | } | 925 | } |
932 | else | 926 | else |
933 | { | 927 | { |
@@ -935,7 +929,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
935 | } | 929 | } |
936 | } | 930 | } |
937 | 931 | ||
938 | |||
939 | private void changeAngularLock(float timestep) | 932 | private void changeAngularLock(float timestep) |
940 | { | 933 | { |
941 | // do we have a Physical object? | 934 | // do we have a Physical object? |
@@ -963,7 +956,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
963 | } | 956 | } |
964 | // Store this for later in case we get turned into a separate body | 957 | // Store this for later in case we get turned into a separate body |
965 | m_angularlock = m_taintAngularLock; | 958 | m_angularlock = m_taintAngularLock; |
966 | |||
967 | } | 959 | } |
968 | 960 | ||
969 | private void changelink(float timestep) | 961 | private void changelink(float timestep) |
@@ -1102,7 +1094,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1102 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); | 1094 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); |
1103 | } | 1095 | } |
1104 | 1096 | ||
1105 | |||
1106 | prm.m_interpenetrationcount = 0; | 1097 | prm.m_interpenetrationcount = 0; |
1107 | prm.m_collisionscore = 0; | 1098 | prm.m_collisionscore = 0; |
1108 | prm.m_disabled = false; | 1099 | prm.m_disabled = false; |
@@ -1162,7 +1153,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1162 | } | 1153 | } |
1163 | } | 1154 | } |
1164 | } | 1155 | } |
1165 | |||
1166 | } | 1156 | } |
1167 | 1157 | ||
1168 | private void ChildSetGeom(OdePrim odePrim) | 1158 | private void ChildSetGeom(OdePrim odePrim) |
@@ -1223,17 +1213,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1223 | //Console.WriteLine("childrenPrim.Remove " + odePrim); | 1213 | //Console.WriteLine("childrenPrim.Remove " + odePrim); |
1224 | childrenPrim.Remove(odePrim); | 1214 | childrenPrim.Remove(odePrim); |
1225 | } | 1215 | } |
1226 | |||
1227 | |||
1228 | |||
1229 | 1216 | ||
1230 | if (Body != IntPtr.Zero) | 1217 | if (Body != IntPtr.Zero) |
1231 | { | 1218 | { |
1232 | _parent_scene.remActivePrim(this); | 1219 | _parent_scene.remActivePrim(this); |
1233 | } | 1220 | } |
1234 | 1221 | ||
1235 | |||
1236 | |||
1237 | lock (childrenPrim) | 1222 | lock (childrenPrim) |
1238 | { | 1223 | { |
1239 | foreach (OdePrim prm in childrenPrim) | 1224 | foreach (OdePrim prm in childrenPrim) |
@@ -1242,8 +1227,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1242 | ParentPrim(prm); | 1227 | ParentPrim(prm); |
1243 | } | 1228 | } |
1244 | } | 1229 | } |
1245 | |||
1246 | |||
1247 | } | 1230 | } |
1248 | 1231 | ||
1249 | private void changeSelectedStatus(float timestep) | 1232 | private void changeSelectedStatus(float timestep) |
@@ -1398,7 +1381,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1398 | } | 1381 | } |
1399 | } | 1382 | } |
1400 | } | 1383 | } |
1401 | |||
1402 | else | 1384 | else |
1403 | { | 1385 | { |
1404 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1386 | _parent_scene.waitForSpaceUnlock(m_targetSpace); |
@@ -1438,10 +1420,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1438 | } | 1420 | } |
1439 | } | 1421 | } |
1440 | 1422 | ||
1441 | |||
1442 | lock (_parent_scene.OdeLock) | 1423 | lock (_parent_scene.OdeLock) |
1443 | { | 1424 | { |
1444 | //Console.WriteLine("changeadd 1"); | 1425 | #if SPAM |
1426 | Console.WriteLine("changeadd 1"); | ||
1427 | #endif | ||
1445 | CreateGeom(m_targetSpace, _mesh); | 1428 | CreateGeom(m_targetSpace, _mesh); |
1446 | 1429 | ||
1447 | if (prim_geom != IntPtr.Zero) | 1430 | if (prim_geom != IntPtr.Zero) |
@@ -1684,13 +1667,11 @@ Console.WriteLine(" JointCreateFixed"); | |||
1684 | { | 1667 | { |
1685 | PID_G = m_PIDTau + 1; | 1668 | PID_G = m_PIDTau + 1; |
1686 | } | 1669 | } |
1687 | |||
1688 | 1670 | ||
1689 | // Where are we, and where are we headed? | 1671 | // Where are we, and where are we headed? |
1690 | d.Vector3 pos = d.BodyGetPosition(Body); | 1672 | d.Vector3 pos = d.BodyGetPosition(Body); |
1691 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 1673 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
1692 | 1674 | ||
1693 | |||
1694 | // Non-Vehicles have a limited set of Hover options. | 1675 | // Non-Vehicles have a limited set of Hover options. |
1695 | // determine what our target height really is based on HoverType | 1676 | // determine what our target height really is based on HoverType |
1696 | switch (m_PIDHoverType) | 1677 | switch (m_PIDHoverType) |
@@ -1796,8 +1777,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
1796 | } | 1777 | } |
1797 | } | 1778 | } |
1798 | 1779 | ||
1799 | |||
1800 | |||
1801 | public void rotate(float timestep) | 1780 | public void rotate(float timestep) |
1802 | { | 1781 | { |
1803 | d.Quaternion myrot = new d.Quaternion(); | 1782 | d.Quaternion myrot = new d.Quaternion(); |
@@ -1908,7 +1887,10 @@ Console.WriteLine(" JointCreateFixed"); | |||
1908 | 1887 | ||
1909 | public void changesize(float timestamp) | 1888 | public void changesize(float timestamp) |
1910 | { | 1889 | { |
1911 | 1890 | #if SPAM | |
1891 | m_log.DebugFormat("[ODE PRIM]: Called changesize"); | ||
1892 | #endif | ||
1893 | |||
1912 | string oldname = _parent_scene.geom_name_map[prim_geom]; | 1894 | string oldname = _parent_scene.geom_name_map[prim_geom]; |
1913 | 1895 | ||
1914 | if (_size.X <= 0) _size.X = 0.01f; | 1896 | if (_size.X <= 0) _size.X = 0.01f; |
@@ -1918,8 +1900,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
1918 | // Cleanup of old prim geometry | 1900 | // Cleanup of old prim geometry |
1919 | if (_mesh != null) | 1901 | if (_mesh != null) |
1920 | { | 1902 | { |
1921 | // Cleanup meshing here | 1903 | // TODO: Cleanup meshing here |
1922 | } | 1904 | } |
1905 | |||
1923 | //kill body to rebuild | 1906 | //kill body to rebuild |
1924 | if (IsPhysical && Body != IntPtr.Zero) | 1907 | if (IsPhysical && Body != IntPtr.Zero) |
1925 | { | 1908 | { |
@@ -1936,11 +1919,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
1936 | disableBody(); | 1919 | disableBody(); |
1937 | } | 1920 | } |
1938 | } | 1921 | } |
1922 | |||
1939 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | 1923 | if (d.SpaceQuery(m_targetSpace, prim_geom)) |
1940 | { | 1924 | { |
1941 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1925 | _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1942 | d.SpaceRemove(m_targetSpace, prim_geom); | 1926 | d.SpaceRemove(m_targetSpace, prim_geom); |
1943 | } | 1927 | } |
1928 | |||
1944 | d.GeomDestroy(prim_geom); | 1929 | d.GeomDestroy(prim_geom); |
1945 | prim_geom = IntPtr.Zero; | 1930 | prim_geom = IntPtr.Zero; |
1946 | // we don't need to do space calculation because the client sends a position update also. | 1931 | // we don't need to do space calculation because the client sends a position update also. |
@@ -1960,15 +1945,19 @@ Console.WriteLine(" JointCreateFixed"); | |||
1960 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 1945 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); |
1961 | 1946 | ||
1962 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 1947 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); |
1963 | //Console.WriteLine("changesize 1"); | 1948 | #if SPAM |
1949 | Console.WriteLine("changesize 1"); | ||
1950 | #endif | ||
1964 | CreateGeom(m_targetSpace, mesh); | 1951 | CreateGeom(m_targetSpace, mesh); |
1965 | |||
1966 | |||
1967 | } | 1952 | } |
1968 | else | 1953 | else |
1969 | { | 1954 | { |
1970 | _mesh = null; | 1955 | _mesh = null; |
1971 | //Console.WriteLine("changesize 2"); | 1956 | |
1957 | #if SPAM | ||
1958 | Console.WriteLine("changesize 2"); | ||
1959 | #endif | ||
1960 | |||
1972 | CreateGeom(m_targetSpace, _mesh); | 1961 | CreateGeom(m_targetSpace, _mesh); |
1973 | } | 1962 | } |
1974 | 1963 | ||
@@ -2004,8 +1993,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
2004 | m_taintsize = _size; | 1993 | m_taintsize = _size; |
2005 | } | 1994 | } |
2006 | 1995 | ||
2007 | |||
2008 | |||
2009 | public void changefloatonwater(float timestep) | 1996 | public void changefloatonwater(float timestep) |
2010 | { | 1997 | { |
2011 | m_collidesWater = m_taintCollidesWater; | 1998 | m_collidesWater = m_taintCollidesWater; |
@@ -2053,6 +2040,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2053 | prim_geom = IntPtr.Zero; | 2040 | prim_geom = IntPtr.Zero; |
2054 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | 2041 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); |
2055 | } | 2042 | } |
2043 | |||
2056 | prim_geom = IntPtr.Zero; | 2044 | prim_geom = IntPtr.Zero; |
2057 | // we don't need to do space calculation because the client sends a position update also. | 2045 | // we don't need to do space calculation because the client sends a position update also. |
2058 | if (_size.X <= 0) _size.X = 0.01f; | 2046 | if (_size.X <= 0) _size.X = 0.01f; |
@@ -2062,7 +2050,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2062 | 2050 | ||
2063 | if (_parent_scene.needsMeshing(_pbs)) | 2051 | if (_parent_scene.needsMeshing(_pbs)) |
2064 | { | 2052 | { |
2065 | // Don't need to re-enable body.. it's done in SetMesh | 2053 | // Don't need to re-enable body.. it's done in CreateMesh |
2066 | float meshlod = _parent_scene.meshSculptLOD; | 2054 | float meshlod = _parent_scene.meshSculptLOD; |
2067 | 2055 | ||
2068 | if (IsPhysical) | 2056 | if (IsPhysical) |
@@ -2070,12 +2058,18 @@ Console.WriteLine(" JointCreateFixed"); | |||
2070 | 2058 | ||
2071 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 2059 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); |
2072 | // createmesh returns null when it doesn't mesh. | 2060 | // createmesh returns null when it doesn't mesh. |
2061 | #if SPAM | ||
2062 | Console.WriteLine("changeshape needed meshing"); | ||
2063 | #endif | ||
2073 | CreateGeom(m_targetSpace, mesh); | 2064 | CreateGeom(m_targetSpace, mesh); |
2074 | } | 2065 | } |
2075 | else | 2066 | else |
2076 | { | 2067 | { |
2077 | _mesh = null; | 2068 | _mesh = null; |
2078 | //Console.WriteLine("changeshape"); | 2069 | |
2070 | #if SPAM | ||
2071 | Console.WriteLine("changeshape not need meshing"); | ||
2072 | #endif | ||
2079 | CreateGeom(m_targetSpace, null); | 2073 | CreateGeom(m_targetSpace, null); |
2080 | } | 2074 | } |
2081 | 2075 | ||
@@ -2110,6 +2104,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2110 | parent.ChildSetGeom(this); | 2104 | parent.ChildSetGeom(this); |
2111 | } | 2105 | } |
2112 | } | 2106 | } |
2107 | |||
2113 | resetCollisionAccounting(); | 2108 | resetCollisionAccounting(); |
2114 | m_taintshape = false; | 2109 | m_taintshape = false; |
2115 | } | 2110 | } |
@@ -2160,11 +2155,8 @@ Console.WriteLine(" JointCreateFixed"); | |||
2160 | } | 2155 | } |
2161 | 2156 | ||
2162 | m_taintforce = false; | 2157 | m_taintforce = false; |
2163 | |||
2164 | } | 2158 | } |
2165 | 2159 | ||
2166 | |||
2167 | |||
2168 | public void changeSetTorque(float timestamp) | 2160 | public void changeSetTorque(float timestamp) |
2169 | { | 2161 | { |
2170 | if (!m_isSelected) | 2162 | if (!m_isSelected) |
@@ -2352,7 +2344,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2352 | { | 2344 | { |
2353 | lock (_parent_scene.OdeLock) | 2345 | lock (_parent_scene.OdeLock) |
2354 | { | 2346 | { |
2355 | m_isVolumeDetect = (param!=0); | 2347 | m_isVolumeDetect = (param != 0); |
2356 | } | 2348 | } |
2357 | } | 2349 | } |
2358 | 2350 | ||
@@ -2833,7 +2825,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
2833 | 2825 | ||
2834 | public override float APIDDamping{ set { return; } } | 2826 | public override float APIDDamping{ set { return; } } |
2835 | 2827 | ||
2836 | |||
2837 | private void createAMotor(Vector3 axis) | 2828 | private void createAMotor(Vector3 axis) |
2838 | { | 2829 | { |
2839 | if (Body == IntPtr.Zero) | 2830 | if (Body == IntPtr.Zero) |
@@ -2953,7 +2944,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
2953 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | 2944 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); |
2954 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | 2945 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); |
2955 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | 2946 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// |
2956 | |||
2957 | } | 2947 | } |
2958 | 2948 | ||
2959 | public Matrix4 FromDMass(d.Mass pMass) | 2949 | public Matrix4 FromDMass(d.Mass pMass) |
@@ -3038,8 +3028,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
3038 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | 3028 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible |
3039 | } | 3029 | } |
3040 | 3030 | ||
3041 | |||
3042 | |||
3043 | return (Adjoint(pMat) / determinant3x3(pMat)); | 3031 | return (Adjoint(pMat) / determinant3x3(pMat)); |
3044 | } | 3032 | } |
3045 | 3033 | ||
@@ -3076,6 +3064,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
3076 | } | 3064 | } |
3077 | m++; | 3065 | m++; |
3078 | } | 3066 | } |
3067 | |||
3079 | return minor; | 3068 | return minor; |
3080 | } | 3069 | } |
3081 | 3070 | ||
@@ -3178,7 +3167,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
3178 | 3167 | ||
3179 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | 3168 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); |
3180 | return det; | 3169 | return det; |
3181 | |||
3182 | } | 3170 | } |
3183 | 3171 | ||
3184 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | 3172 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) |
@@ -3203,6 +3191,5 @@ Console.WriteLine(" JointCreateFixed"); | |||
3203 | { | 3191 | { |
3204 | m_material = pMaterial; | 3192 | m_material = pMaterial; |
3205 | } | 3193 | } |
3206 | |||
3207 | } | 3194 | } |
3208 | } | 3195 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index a0101af..ebd46ab 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -25,8 +25,6 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | //#define USE_DRAWSTUFF | ||
29 | |||
30 | using System; | 28 | using System; |
31 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
32 | using System.Reflection; | 30 | using System.Reflection; |
@@ -37,15 +35,10 @@ using System.Diagnostics; | |||
37 | using log4net; | 35 | using log4net; |
38 | using Nini.Config; | 36 | using Nini.Config; |
39 | using Ode.NET; | 37 | using Ode.NET; |
40 | #if USE_DRAWSTUFF | ||
41 | using Drawstuff.NET; | ||
42 | #endif | ||
43 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
44 | using OpenSim.Region.Physics.Manager; | 39 | using OpenSim.Region.Physics.Manager; |
45 | using OpenMetaverse; | 40 | using OpenMetaverse; |
46 | 41 | ||
47 | //using OpenSim.Region.Physics.OdePlugin.Meshing; | ||
48 | |||
49 | namespace OpenSim.Region.Physics.OdePlugin | 42 | namespace OpenSim.Region.Physics.OdePlugin |
50 | { | 43 | { |
51 | /// <summary> | 44 | /// <summary> |
@@ -55,12 +48,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
55 | { | 48 | { |
56 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 49 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
57 | 50 | ||
58 | private CollisionLocker ode; | 51 | private CollisionLocker m_ode; |
59 | private OdeScene _mScene; | 52 | private OdeScene m_scene; |
60 | 53 | ||
61 | public OdePlugin() | 54 | public OdePlugin() |
62 | { | 55 | { |
63 | ode = new CollisionLocker(); | 56 | m_ode = new CollisionLocker(); |
64 | } | 57 | } |
65 | 58 | ||
66 | public bool Init() | 59 | public bool Init() |
@@ -70,15 +63,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
70 | 63 | ||
71 | public PhysicsScene GetScene(String sceneIdentifier) | 64 | public PhysicsScene GetScene(String sceneIdentifier) |
72 | { | 65 | { |
73 | if (_mScene == null) | 66 | if (m_scene == null) |
74 | { | 67 | { |
75 | // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to | 68 | // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to |
76 | // http://opensimulator.org/mantis/view.php?id=2750). | 69 | // http://opensimulator.org/mantis/view.php?id=2750). |
77 | d.InitODE(); | 70 | d.InitODE(); |
78 | 71 | ||
79 | _mScene = new OdeScene(ode, sceneIdentifier); | 72 | m_scene = new OdeScene(m_ode, sceneIdentifier); |
80 | } | 73 | } |
81 | return (_mScene); | 74 | return (m_scene); |
82 | } | 75 | } |
83 | 76 | ||
84 | public string GetName() | 77 | public string GetName() |
@@ -90,3810 +83,4 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
90 | { | 83 | { |
91 | } | 84 | } |
92 | } | 85 | } |
93 | 86 | } \ No newline at end of file | |
94 | public enum StatusIndicators : int | ||
95 | { | ||
96 | Generic = 0, | ||
97 | Start = 1, | ||
98 | End = 2 | ||
99 | } | ||
100 | |||
101 | public struct sCollisionData | ||
102 | { | ||
103 | public uint ColliderLocalId; | ||
104 | public uint CollidedWithLocalId; | ||
105 | public int NumberOfCollisions; | ||
106 | public int CollisionType; | ||
107 | public int StatusIndicator; | ||
108 | public int lastframe; | ||
109 | } | ||
110 | |||
111 | [Flags] | ||
112 | public enum CollisionCategories : int | ||
113 | { | ||
114 | Disabled = 0, | ||
115 | Geom = 0x00000001, | ||
116 | Body = 0x00000002, | ||
117 | Space = 0x00000004, | ||
118 | Character = 0x00000008, | ||
119 | Land = 0x00000010, | ||
120 | Water = 0x00000020, | ||
121 | Wind = 0x00000040, | ||
122 | Sensor = 0x00000080, | ||
123 | Selected = 0x00000100 | ||
124 | } | ||
125 | |||
126 | /// <summary> | ||
127 | /// Material type for a primitive | ||
128 | /// </summary> | ||
129 | public enum Material : int | ||
130 | { | ||
131 | /// <summary></summary> | ||
132 | Stone = 0, | ||
133 | /// <summary></summary> | ||
134 | Metal = 1, | ||
135 | /// <summary></summary> | ||
136 | Glass = 2, | ||
137 | /// <summary></summary> | ||
138 | Wood = 3, | ||
139 | /// <summary></summary> | ||
140 | Flesh = 4, | ||
141 | /// <summary></summary> | ||
142 | Plastic = 5, | ||
143 | /// <summary></summary> | ||
144 | Rubber = 6 | ||
145 | |||
146 | } | ||
147 | |||
148 | public sealed class OdeScene : PhysicsScene | ||
149 | { | ||
150 | private readonly ILog m_log; | ||
151 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
152 | |||
153 | CollisionLocker ode; | ||
154 | |||
155 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
156 | |||
157 | private const uint m_regionWidth = Constants.RegionSize; | ||
158 | private const uint m_regionHeight = Constants.RegionSize; | ||
159 | |||
160 | private float ODE_STEPSIZE = 0.020f; | ||
161 | private float metersInSpace = 29.9f; | ||
162 | private float m_timeDilation = 1.0f; | ||
163 | |||
164 | public float gravityx = 0f; | ||
165 | public float gravityy = 0f; | ||
166 | public float gravityz = -9.8f; | ||
167 | |||
168 | private float contactsurfacelayer = 0.001f; | ||
169 | |||
170 | private int worldHashspaceLow = -4; | ||
171 | private int worldHashspaceHigh = 128; | ||
172 | |||
173 | private int smallHashspaceLow = -4; | ||
174 | private int smallHashspaceHigh = 66; | ||
175 | |||
176 | private float waterlevel = 0f; | ||
177 | private int framecount = 0; | ||
178 | //private int m_returncollisions = 10; | ||
179 | |||
180 | private readonly IntPtr contactgroup; | ||
181 | |||
182 | internal IntPtr LandGeom; | ||
183 | internal IntPtr WaterGeom; | ||
184 | |||
185 | private float nmTerrainContactFriction = 255.0f; | ||
186 | private float nmTerrainContactBounce = 0.1f; | ||
187 | private float nmTerrainContactERP = 0.1025f; | ||
188 | |||
189 | private float mTerrainContactFriction = 75f; | ||
190 | private float mTerrainContactBounce = 0.1f; | ||
191 | private float mTerrainContactERP = 0.05025f; | ||
192 | |||
193 | private float nmAvatarObjectContactFriction = 250f; | ||
194 | private float nmAvatarObjectContactBounce = 0.1f; | ||
195 | |||
196 | private float mAvatarObjectContactFriction = 75f; | ||
197 | private float mAvatarObjectContactBounce = 0.1f; | ||
198 | |||
199 | private float avPIDD = 3200f; | ||
200 | private float avPIDP = 1400f; | ||
201 | private float avCapRadius = 0.37f; | ||
202 | private float avStandupTensor = 2000000f; | ||
203 | private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode | ||
204 | public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } } | ||
205 | private float avDensity = 80f; | ||
206 | private float avHeightFudgeFactor = 0.52f; | ||
207 | private float avMovementDivisorWalk = 1.3f; | ||
208 | private float avMovementDivisorRun = 0.8f; | ||
209 | private float minimumGroundFlightOffset = 3f; | ||
210 | public float maximumMassObject = 10000.01f; | ||
211 | |||
212 | public bool meshSculptedPrim = true; | ||
213 | public bool forceSimplePrimMeshing = false; | ||
214 | |||
215 | public float meshSculptLOD = 32; | ||
216 | public float MeshSculptphysicalLOD = 16; | ||
217 | |||
218 | public float geomDefaultDensity = 10.000006836f; | ||
219 | |||
220 | public int geomContactPointsStartthrottle = 3; | ||
221 | public int geomUpdatesPerThrottledUpdate = 15; | ||
222 | |||
223 | public float bodyPIDD = 35f; | ||
224 | public float bodyPIDG = 25; | ||
225 | |||
226 | public int geomCrossingFailuresBeforeOutofbounds = 5; | ||
227 | |||
228 | public float bodyMotorJointMaxforceTensor = 2; | ||
229 | |||
230 | public int bodyFramesAutoDisable = 20; | ||
231 | |||
232 | |||
233 | |||
234 | private float[] _watermap; | ||
235 | private bool m_filterCollisions = true; | ||
236 | |||
237 | private d.NearCallback nearCallback; | ||
238 | public d.TriCallback triCallback; | ||
239 | public d.TriArrayCallback triArrayCallback; | ||
240 | private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
241 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
242 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
243 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); | ||
244 | private readonly Object _taintedPrimLock = new Object(); | ||
245 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | ||
246 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | ||
247 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | ||
248 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
249 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
250 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
251 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
252 | private bool m_NINJA_physics_joints_enabled = false; | ||
253 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); | ||
254 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); | ||
255 | private d.ContactGeom[] contacts; | ||
256 | private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active | ||
257 | private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
258 | private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
259 | private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active | ||
260 | private Object externalJointRequestsLock = new Object(); | ||
261 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>(); | ||
262 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>(); | ||
263 | private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>(); | ||
264 | private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
265 | |||
266 | private d.Contact contact; | ||
267 | private d.Contact TerrainContact; | ||
268 | private d.Contact AvatarMovementprimContact; | ||
269 | private d.Contact AvatarMovementTerrainContact; | ||
270 | private d.Contact WaterContact; | ||
271 | private d.Contact[,] m_materialContacts; | ||
272 | |||
273 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
274 | //Ckrinke private int m_randomizeWater = 200; | ||
275 | private int m_physicsiterations = 10; | ||
276 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
277 | private readonly PhysicsActor PANull = new NullPhysicsActor(); | ||
278 | private float step_time = 0.0f; | ||
279 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
280 | //Ckrinke private int ms = 0; | ||
281 | public IntPtr world; | ||
282 | //private bool returncollisions = false; | ||
283 | // private uint obj1LocalID = 0; | ||
284 | private uint obj2LocalID = 0; | ||
285 | //private int ctype = 0; | ||
286 | private OdeCharacter cc1; | ||
287 | private OdePrim cp1; | ||
288 | private OdeCharacter cc2; | ||
289 | private OdePrim cp2; | ||
290 | private int tickCountFrameRun; | ||
291 | |||
292 | private int latertickcount=0; | ||
293 | //private int cStartStop = 0; | ||
294 | //private string cDictKey = ""; | ||
295 | |||
296 | public IntPtr space; | ||
297 | |||
298 | //private IntPtr tmpSpace; | ||
299 | // split static geometry collision handling into spaces of 30 meters | ||
300 | public IntPtr[,] staticPrimspace; | ||
301 | |||
302 | public Object OdeLock; | ||
303 | |||
304 | public IMesher mesher; | ||
305 | |||
306 | private IConfigSource m_config; | ||
307 | |||
308 | public bool physics_logging = false; | ||
309 | public int physics_logging_interval = 0; | ||
310 | public bool physics_logging_append_existing_logfile = false; | ||
311 | |||
312 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); | ||
313 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); | ||
314 | |||
315 | // TODO: unused: private uint heightmapWidth = m_regionWidth + 1; | ||
316 | // TODO: unused: private uint heightmapHeight = m_regionHeight + 1; | ||
317 | // TODO: unused: private uint heightmapWidthSamples; | ||
318 | // TODO: unused: private uint heightmapHeightSamples; | ||
319 | |||
320 | private volatile int m_global_contactcount = 0; | ||
321 | |||
322 | private Vector3 m_worldOffset = Vector3.Zero; | ||
323 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
324 | private PhysicsScene m_parentScene = null; | ||
325 | |||
326 | private ODERayCastRequestManager m_rayCastManager; | ||
327 | |||
328 | /// <summary> | ||
329 | /// Initiailizes the scene | ||
330 | /// Sets many properties that ODE requires to be stable | ||
331 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
332 | /// </summary> | ||
333 | public OdeScene(CollisionLocker dode, string sceneIdentifier) | ||
334 | { | ||
335 | m_log | ||
336 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
337 | |||
338 | OdeLock = new Object(); | ||
339 | ode = dode; | ||
340 | nearCallback = near; | ||
341 | triCallback = TriCallback; | ||
342 | triArrayCallback = TriArrayCallback; | ||
343 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
344 | lock (OdeLock) | ||
345 | { | ||
346 | // Create the world and the first space | ||
347 | world = d.WorldCreate(); | ||
348 | space = d.HashSpaceCreate(IntPtr.Zero); | ||
349 | |||
350 | |||
351 | contactgroup = d.JointGroupCreate(0); | ||
352 | //contactgroup | ||
353 | |||
354 | d.WorldSetAutoDisableFlag(world, false); | ||
355 | #if USE_DRAWSTUFF | ||
356 | |||
357 | Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization)); | ||
358 | viewthread.Start(); | ||
359 | #endif | ||
360 | } | ||
361 | |||
362 | |||
363 | _watermap = new float[258 * 258]; | ||
364 | |||
365 | // Zero out the prim spaces array (we split our space into smaller spaces so | ||
366 | // we can hit test less. | ||
367 | } | ||
368 | |||
369 | #if USE_DRAWSTUFF | ||
370 | public void startvisualization(object o) | ||
371 | { | ||
372 | ds.Functions fn; | ||
373 | fn.version = ds.VERSION; | ||
374 | fn.start = new ds.CallbackFunction(start); | ||
375 | fn.step = new ds.CallbackFunction(step); | ||
376 | fn.command = new ds.CallbackFunction(command); | ||
377 | fn.stop = null; | ||
378 | fn.path_to_textures = "./textures"; | ||
379 | string[] args = new string[0]; | ||
380 | ds.SimulationLoop(args.Length, args, 352, 288, ref fn); | ||
381 | } | ||
382 | #endif | ||
383 | |||
384 | // Initialize the mesh plugin | ||
385 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
386 | { | ||
387 | mesher = meshmerizer; | ||
388 | m_config = config; | ||
389 | // Defaults | ||
390 | |||
391 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
392 | { | ||
393 | avPIDD = 3200.0f; | ||
394 | avPIDP = 1400.0f; | ||
395 | avStandupTensor = 2000000f; | ||
396 | } | ||
397 | else | ||
398 | { | ||
399 | avPIDD = 2200.0f; | ||
400 | avPIDP = 900.0f; | ||
401 | avStandupTensor = 550000f; | ||
402 | } | ||
403 | |||
404 | int contactsPerCollision = 80; | ||
405 | |||
406 | if (m_config != null) | ||
407 | { | ||
408 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
409 | if (physicsconfig != null) | ||
410 | { | ||
411 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); | ||
412 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); | ||
413 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); | ||
414 | |||
415 | worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4); | ||
416 | worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128); | ||
417 | |||
418 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f); | ||
419 | smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4); | ||
420 | smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66); | ||
421 | |||
422 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f); | ||
423 | |||
424 | nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f); | ||
425 | nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f); | ||
426 | nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f); | ||
427 | |||
428 | mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f); | ||
429 | mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f); | ||
430 | mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f); | ||
431 | |||
432 | nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f); | ||
433 | nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f); | ||
434 | |||
435 | mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f); | ||
436 | mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f); | ||
437 | |||
438 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f); | ||
439 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10); | ||
440 | |||
441 | avDensity = physicsconfig.GetFloat("av_density", 80f); | ||
442 | avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f); | ||
443 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); | ||
444 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); | ||
445 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); | ||
446 | avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); | ||
447 | |||
448 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); | ||
449 | |||
450 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
451 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
452 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
453 | |||
454 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); | ||
455 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); | ||
456 | |||
457 | bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f); | ||
458 | bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f); | ||
459 | |||
460 | forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); | ||
461 | meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true); | ||
462 | meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f); | ||
463 | MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f); | ||
464 | m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false); | ||
465 | |||
466 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
467 | { | ||
468 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f); | ||
469 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f); | ||
470 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f); | ||
471 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f); | ||
472 | } | ||
473 | else | ||
474 | { | ||
475 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f); | ||
476 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f); | ||
477 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f); | ||
478 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f); | ||
479 | } | ||
480 | |||
481 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
482 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
483 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
484 | |||
485 | m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); | ||
486 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); | ||
487 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f); | ||
488 | } | ||
489 | } | ||
490 | |||
491 | contacts = new d.ContactGeom[contactsPerCollision]; | ||
492 | |||
493 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; | ||
494 | |||
495 | // Centeral contact friction and bounce | ||
496 | // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why | ||
497 | // an avatar falls through in Z but not in X or Y when walking on a prim. | ||
498 | contact.surface.mode |= d.ContactFlags.SoftERP; | ||
499 | contact.surface.mu = nmAvatarObjectContactFriction; | ||
500 | contact.surface.bounce = nmAvatarObjectContactBounce; | ||
501 | contact.surface.soft_cfm = 0.010f; | ||
502 | contact.surface.soft_erp = 0.010f; | ||
503 | |||
504 | // Terrain contact friction and Bounce | ||
505 | // This is the *non* moving version. Use this when an avatar | ||
506 | // isn't moving to keep it in place better | ||
507 | TerrainContact.surface.mode |= d.ContactFlags.SoftERP; | ||
508 | TerrainContact.surface.mu = nmTerrainContactFriction; | ||
509 | TerrainContact.surface.bounce = nmTerrainContactBounce; | ||
510 | TerrainContact.surface.soft_erp = nmTerrainContactERP; | ||
511 | |||
512 | WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); | ||
513 | WaterContact.surface.mu = 0f; // No friction | ||
514 | WaterContact.surface.bounce = 0.0f; // No bounce | ||
515 | WaterContact.surface.soft_cfm = 0.010f; | ||
516 | WaterContact.surface.soft_erp = 0.010f; | ||
517 | |||
518 | // Prim contact friction and bounce | ||
519 | // THis is the *non* moving version of friction and bounce | ||
520 | // Use this when an avatar comes in contact with a prim | ||
521 | // and is moving | ||
522 | AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction; | ||
523 | AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce; | ||
524 | |||
525 | // Terrain contact friction bounce and various error correcting calculations | ||
526 | // Use this when an avatar is in contact with the terrain and moving. | ||
527 | AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; | ||
528 | AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction; | ||
529 | AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; | ||
530 | AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; | ||
531 | |||
532 | |||
533 | /* | ||
534 | <summary></summary> | ||
535 | Stone = 0, | ||
536 | /// <summary></summary> | ||
537 | Metal = 1, | ||
538 | /// <summary></summary> | ||
539 | Glass = 2, | ||
540 | /// <summary></summary> | ||
541 | Wood = 3, | ||
542 | /// <summary></summary> | ||
543 | Flesh = 4, | ||
544 | /// <summary></summary> | ||
545 | Plastic = 5, | ||
546 | /// <summary></summary> | ||
547 | Rubber = 6 | ||
548 | */ | ||
549 | |||
550 | m_materialContacts = new d.Contact[7,2]; | ||
551 | |||
552 | m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); | ||
553 | m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
554 | m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction; | ||
555 | m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
556 | m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f; | ||
557 | m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f; | ||
558 | |||
559 | m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); | ||
560 | m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
561 | m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction; | ||
562 | m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce; | ||
563 | m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f; | ||
564 | m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f; | ||
565 | |||
566 | m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); | ||
567 | m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
568 | m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction; | ||
569 | m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
570 | m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f; | ||
571 | m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f; | ||
572 | |||
573 | m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); | ||
574 | m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
575 | m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction; | ||
576 | m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce; | ||
577 | m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f; | ||
578 | m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f; | ||
579 | |||
580 | m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); | ||
581 | m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
582 | m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; | ||
583 | m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f; | ||
584 | m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f; | ||
585 | m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f; | ||
586 | |||
587 | /* | ||
588 | private float nmAvatarObjectContactFriction = 250f; | ||
589 | private float nmAvatarObjectContactBounce = 0.1f; | ||
590 | |||
591 | private float mAvatarObjectContactFriction = 75f; | ||
592 | private float mAvatarObjectContactBounce = 0.1f; | ||
593 | */ | ||
594 | m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); | ||
595 | m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
596 | m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; | ||
597 | m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f; | ||
598 | m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f; | ||
599 | m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f; | ||
600 | |||
601 | m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); | ||
602 | m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
603 | m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction; | ||
604 | m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
605 | m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f; | ||
606 | m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f; | ||
607 | |||
608 | m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); | ||
609 | m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
610 | m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction; | ||
611 | m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce; | ||
612 | m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f; | ||
613 | m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f; | ||
614 | |||
615 | m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); | ||
616 | m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
617 | m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction; | ||
618 | m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
619 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f; | ||
620 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f; | ||
621 | |||
622 | m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); | ||
623 | m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
624 | m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction; | ||
625 | m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce; | ||
626 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f; | ||
627 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f; | ||
628 | |||
629 | m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); | ||
630 | m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
631 | m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction; | ||
632 | m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
633 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f; | ||
634 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f; | ||
635 | |||
636 | m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); | ||
637 | m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
638 | m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction; | ||
639 | m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce; | ||
640 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f; | ||
641 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f; | ||
642 | |||
643 | m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); | ||
644 | m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
645 | m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction; | ||
646 | m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
647 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f; | ||
648 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f; | ||
649 | |||
650 | m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); | ||
651 | m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
652 | m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction; | ||
653 | m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce; | ||
654 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f; | ||
655 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f; | ||
656 | |||
657 | d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); | ||
658 | |||
659 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
660 | |||
661 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
662 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
663 | |||
664 | d.WorldSetLinearDamping(world, 256f); | ||
665 | d.WorldSetAngularDamping(world, 256f); | ||
666 | d.WorldSetAngularDampingThreshold(world, 256f); | ||
667 | d.WorldSetLinearDampingThreshold(world, 256f); | ||
668 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
669 | |||
670 | // Set how many steps we go without running collision testing | ||
671 | // This is in addition to the step size. | ||
672 | // Essentially Steps * m_physicsiterations | ||
673 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
674 | //d.WorldSetContactMaxCorrectingVel(world, 1000.0f); | ||
675 | |||
676 | |||
677 | |||
678 | for (int i = 0; i < staticPrimspace.GetLength(0); i++) | ||
679 | { | ||
680 | for (int j = 0; j < staticPrimspace.GetLength(1); j++) | ||
681 | { | ||
682 | staticPrimspace[i, j] = IntPtr.Zero; | ||
683 | } | ||
684 | } | ||
685 | } | ||
686 | |||
687 | internal void waitForSpaceUnlock(IntPtr space) | ||
688 | { | ||
689 | //if (space != IntPtr.Zero) | ||
690 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
691 | } | ||
692 | |||
693 | /// <summary> | ||
694 | /// Debug space message for printing the space that a prim/avatar is in. | ||
695 | /// </summary> | ||
696 | /// <param name="pos"></param> | ||
697 | /// <returns>Returns which split up space the given position is in.</returns> | ||
698 | public string whichspaceamIin(Vector3 pos) | ||
699 | { | ||
700 | return calculateSpaceForGeom(pos).ToString(); | ||
701 | } | ||
702 | |||
703 | #region Collision Detection | ||
704 | |||
705 | /// <summary> | ||
706 | /// This is our near callback. A geometry is near a body | ||
707 | /// </summary> | ||
708 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
709 | /// <param name="g1">a geometry or space</param> | ||
710 | /// <param name="g2">another geometry or space</param> | ||
711 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
712 | { | ||
713 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
714 | |||
715 | // Test if we're colliding a geom with a space. | ||
716 | // If so we have to drill down into the space recursively | ||
717 | |||
718 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
719 | { | ||
720 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
721 | return; | ||
722 | |||
723 | // Separating static prim geometry spaces. | ||
724 | // We'll be calling near recursivly if one | ||
725 | // of them is a space to find all of the | ||
726 | // contact points in the space | ||
727 | try | ||
728 | { | ||
729 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
730 | } | ||
731 | catch (AccessViolationException) | ||
732 | { | ||
733 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
734 | return; | ||
735 | } | ||
736 | //Colliding a space or a geom with a space or a geom. so drill down | ||
737 | |||
738 | //Collide all geoms in each space.. | ||
739 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
740 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
741 | return; | ||
742 | } | ||
743 | |||
744 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
745 | return; | ||
746 | |||
747 | IntPtr b1 = d.GeomGetBody(g1); | ||
748 | IntPtr b2 = d.GeomGetBody(g2); | ||
749 | |||
750 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
751 | |||
752 | String name1 = null; | ||
753 | String name2 = null; | ||
754 | |||
755 | if (!geom_name_map.TryGetValue(g1, out name1)) | ||
756 | { | ||
757 | name1 = "null"; | ||
758 | } | ||
759 | if (!geom_name_map.TryGetValue(g2, out name2)) | ||
760 | { | ||
761 | name2 = "null"; | ||
762 | } | ||
763 | |||
764 | //if (id == d.GeomClassId.TriMeshClass) | ||
765 | //{ | ||
766 | // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
767 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
768 | //} | ||
769 | |||
770 | // Figure out how many contact points we have | ||
771 | int count = 0; | ||
772 | try | ||
773 | { | ||
774 | // Colliding Geom To Geom | ||
775 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
776 | |||
777 | if (g1 == g2) | ||
778 | return; // Can't collide with yourself | ||
779 | |||
780 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
781 | return; | ||
782 | |||
783 | lock (contacts) | ||
784 | { | ||
785 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); | ||
786 | if (count > contacts.Length) | ||
787 | m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | ||
788 | } | ||
789 | } | ||
790 | catch (SEHException) | ||
791 | { | ||
792 | m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | ||
793 | ode.drelease(world); | ||
794 | base.TriggerPhysicsBasedRestart(); | ||
795 | } | ||
796 | catch (Exception e) | ||
797 | { | ||
798 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
799 | return; | ||
800 | } | ||
801 | |||
802 | PhysicsActor p1; | ||
803 | PhysicsActor p2; | ||
804 | |||
805 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
806 | { | ||
807 | p1 = PANull; | ||
808 | } | ||
809 | |||
810 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
811 | { | ||
812 | p2 = PANull; | ||
813 | } | ||
814 | |||
815 | ContactPoint maxDepthContact = new ContactPoint(); | ||
816 | if (p1.CollisionScore + count >= float.MaxValue) | ||
817 | p1.CollisionScore = 0; | ||
818 | p1.CollisionScore += count; | ||
819 | |||
820 | if (p2.CollisionScore + count >= float.MaxValue) | ||
821 | p2.CollisionScore = 0; | ||
822 | p2.CollisionScore += count; | ||
823 | |||
824 | for (int i = 0; i < count; i++) | ||
825 | { | ||
826 | d.ContactGeom curContact = contacts[i]; | ||
827 | |||
828 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
829 | { | ||
830 | maxDepthContact = new ContactPoint( | ||
831 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
832 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
833 | curContact.depth | ||
834 | ); | ||
835 | } | ||
836 | |||
837 | //m_log.Warn("[CCOUNT]: " + count); | ||
838 | IntPtr joint; | ||
839 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | ||
840 | // allows us to have different settings | ||
841 | |||
842 | // We only need to test p2 for 'jump crouch purposes' | ||
843 | if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
844 | { | ||
845 | // Testing if the collision is at the feet of the avatar | ||
846 | |||
847 | //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); | ||
848 | if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) | ||
849 | p2.IsColliding = true; | ||
850 | } | ||
851 | else | ||
852 | { | ||
853 | p2.IsColliding = true; | ||
854 | } | ||
855 | |||
856 | //if ((framecount % m_returncollisions) == 0) | ||
857 | |||
858 | switch (p1.PhysicsActorType) | ||
859 | { | ||
860 | case (int)ActorTypes.Agent: | ||
861 | p2.CollidingObj = true; | ||
862 | break; | ||
863 | case (int)ActorTypes.Prim: | ||
864 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
865 | p2.CollidingObj = true; | ||
866 | break; | ||
867 | case (int)ActorTypes.Unknown: | ||
868 | p2.CollidingGround = true; | ||
869 | break; | ||
870 | default: | ||
871 | p2.CollidingGround = true; | ||
872 | break; | ||
873 | } | ||
874 | |||
875 | // we don't want prim or avatar to explode | ||
876 | |||
877 | #region InterPenetration Handling - Unintended physics explosions | ||
878 | # region disabled code1 | ||
879 | |||
880 | if (curContact.depth >= 0.08f) | ||
881 | { | ||
882 | //This is disabled at the moment only because it needs more tweaking | ||
883 | //It will eventually be uncommented | ||
884 | /* | ||
885 | if (contact.depth >= 1.00f) | ||
886 | { | ||
887 | //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); | ||
888 | } | ||
889 | |||
890 | //If you interpenetrate a prim with an agent | ||
891 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
892 | p1.PhysicsActorType == (int) ActorTypes.Prim) || | ||
893 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
894 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
895 | { | ||
896 | |||
897 | //contact.depth = contact.depth * 4.15f; | ||
898 | /* | ||
899 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
900 | { | ||
901 | p2.CollidingObj = true; | ||
902 | contact.depth = 0.003f; | ||
903 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
904 | OdeCharacter character = (OdeCharacter) p2; | ||
905 | character.SetPidStatus(true); | ||
906 | contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); | ||
907 | |||
908 | } | ||
909 | else | ||
910 | { | ||
911 | |||
912 | //contact.depth = 0.0000000f; | ||
913 | } | ||
914 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
915 | { | ||
916 | |||
917 | p1.CollidingObj = true; | ||
918 | contact.depth = 0.003f; | ||
919 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
920 | contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); | ||
921 | OdeCharacter character = (OdeCharacter)p1; | ||
922 | character.SetPidStatus(true); | ||
923 | } | ||
924 | else | ||
925 | { | ||
926 | |||
927 | //contact.depth = 0.0000000f; | ||
928 | } | ||
929 | |||
930 | |||
931 | |||
932 | } | ||
933 | */ | ||
934 | // If you interpenetrate a prim with another prim | ||
935 | /* | ||
936 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | ||
937 | { | ||
938 | #region disabledcode2 | ||
939 | //OdePrim op1 = (OdePrim)p1; | ||
940 | //OdePrim op2 = (OdePrim)p2; | ||
941 | //op1.m_collisionscore++; | ||
942 | //op2.m_collisionscore++; | ||
943 | |||
944 | //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000) | ||
945 | //{ | ||
946 | //op1.m_taintdisable = true; | ||
947 | //AddPhysicsActorTaint(p1); | ||
948 | //op2.m_taintdisable = true; | ||
949 | //AddPhysicsActorTaint(p2); | ||
950 | //} | ||
951 | |||
952 | //if (contact.depth >= 0.25f) | ||
953 | //{ | ||
954 | // Don't collide, one or both prim will expld. | ||
955 | |||
956 | //op1.m_interpenetrationcount++; | ||
957 | //op2.m_interpenetrationcount++; | ||
958 | //interpenetrations_before_disable = 200; | ||
959 | //if (op1.m_interpenetrationcount >= interpenetrations_before_disable) | ||
960 | //{ | ||
961 | //op1.m_taintdisable = true; | ||
962 | //AddPhysicsActorTaint(p1); | ||
963 | //} | ||
964 | //if (op2.m_interpenetrationcount >= interpenetrations_before_disable) | ||
965 | //{ | ||
966 | // op2.m_taintdisable = true; | ||
967 | //AddPhysicsActorTaint(p2); | ||
968 | //} | ||
969 | |||
970 | //contact.depth = contact.depth / 8f; | ||
971 | //contact.normal = new d.Vector3(0, 0, 1); | ||
972 | //} | ||
973 | //if (op1.m_disabled || op2.m_disabled) | ||
974 | //{ | ||
975 | //Manually disabled objects stay disabled | ||
976 | //contact.depth = 0f; | ||
977 | //} | ||
978 | #endregion | ||
979 | } | ||
980 | */ | ||
981 | #endregion | ||
982 | if (curContact.depth >= 1.00f) | ||
983 | { | ||
984 | //m_log.Info("[P]: " + contact.depth.ToString()); | ||
985 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
986 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | ||
987 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
988 | p2.PhysicsActorType == (int) ActorTypes.Unknown)) | ||
989 | { | ||
990 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
991 | { | ||
992 | if (p2 is OdeCharacter) | ||
993 | { | ||
994 | OdeCharacter character = (OdeCharacter) p2; | ||
995 | |||
996 | //p2.CollidingObj = true; | ||
997 | curContact.depth = 0.00000003f; | ||
998 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); | ||
999 | curContact.pos = | ||
1000 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
1001 | curContact.pos.Y + (p1.Size.Y/2), | ||
1002 | curContact.pos.Z + (p1.Size.Z/2)); | ||
1003 | character.SetPidStatus(true); | ||
1004 | } | ||
1005 | } | ||
1006 | |||
1007 | |||
1008 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
1009 | { | ||
1010 | if (p1 is OdeCharacter) | ||
1011 | { | ||
1012 | OdeCharacter character = (OdeCharacter) p1; | ||
1013 | |||
1014 | //p2.CollidingObj = true; | ||
1015 | curContact.depth = 0.00000003f; | ||
1016 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); | ||
1017 | curContact.pos = | ||
1018 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
1019 | curContact.pos.Y + (p1.Size.Y/2), | ||
1020 | curContact.pos.Z + (p1.Size.Z/2)); | ||
1021 | character.SetPidStatus(true); | ||
1022 | } | ||
1023 | } | ||
1024 | } | ||
1025 | } | ||
1026 | } | ||
1027 | |||
1028 | #endregion | ||
1029 | |||
1030 | // Logic for collision handling | ||
1031 | // Note, that if *all* contacts are skipped (VolumeDetect) | ||
1032 | // The prim still detects (and forwards) collision events but | ||
1033 | // appears to be phantom for the world | ||
1034 | Boolean skipThisContact = false; | ||
1035 | |||
1036 | if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) | ||
1037 | skipThisContact = true; // No collision on volume detect prims | ||
1038 | |||
1039 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | ||
1040 | skipThisContact = true; // No collision on volume detect prims | ||
1041 | |||
1042 | if (!skipThisContact && curContact.depth < 0f) | ||
1043 | skipThisContact = true; | ||
1044 | |||
1045 | if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) | ||
1046 | skipThisContact = true; | ||
1047 | |||
1048 | const int maxContactsbeforedeath = 4000; | ||
1049 | joint = IntPtr.Zero; | ||
1050 | |||
1051 | if (!skipThisContact) | ||
1052 | { | ||
1053 | // If we're colliding against terrain | ||
1054 | if (name1 == "Terrain" || name2 == "Terrain") | ||
1055 | { | ||
1056 | // If we're moving | ||
1057 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | ||
1058 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | ||
1059 | { | ||
1060 | // Use the movement terrain contact | ||
1061 | AvatarMovementTerrainContact.geom = curContact; | ||
1062 | _perloopContact.Add(curContact); | ||
1063 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1064 | { | ||
1065 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | ||
1066 | m_global_contactcount++; | ||
1067 | } | ||
1068 | } | ||
1069 | else | ||
1070 | { | ||
1071 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
1072 | { | ||
1073 | // Use the non moving terrain contact | ||
1074 | TerrainContact.geom = curContact; | ||
1075 | _perloopContact.Add(curContact); | ||
1076 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1077 | { | ||
1078 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | ||
1079 | m_global_contactcount++; | ||
1080 | } | ||
1081 | } | ||
1082 | else | ||
1083 | { | ||
1084 | if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
1085 | { | ||
1086 | // prim prim contact | ||
1087 | // int pj294950 = 0; | ||
1088 | int movintYN = 0; | ||
1089 | int material = (int) Material.Wood; | ||
1090 | // prim terrain contact | ||
1091 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) | ||
1092 | { | ||
1093 | movintYN = 1; | ||
1094 | } | ||
1095 | |||
1096 | if (p2 is OdePrim) | ||
1097 | material = ((OdePrim)p2).m_material; | ||
1098 | |||
1099 | //m_log.DebugFormat("Material: {0}", material); | ||
1100 | m_materialContacts[material, movintYN].geom = curContact; | ||
1101 | _perloopContact.Add(curContact); | ||
1102 | |||
1103 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1104 | { | ||
1105 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1106 | m_global_contactcount++; | ||
1107 | |||
1108 | } | ||
1109 | |||
1110 | } | ||
1111 | else | ||
1112 | { | ||
1113 | |||
1114 | int movintYN = 0; | ||
1115 | // prim terrain contact | ||
1116 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) | ||
1117 | { | ||
1118 | movintYN = 1; | ||
1119 | } | ||
1120 | |||
1121 | int material = (int)Material.Wood; | ||
1122 | |||
1123 | if (p2 is OdePrim) | ||
1124 | material = ((OdePrim)p2).m_material; | ||
1125 | //m_log.DebugFormat("Material: {0}", material); | ||
1126 | m_materialContacts[material, movintYN].geom = curContact; | ||
1127 | _perloopContact.Add(curContact); | ||
1128 | |||
1129 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1130 | { | ||
1131 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1132 | m_global_contactcount++; | ||
1133 | |||
1134 | } | ||
1135 | } | ||
1136 | } | ||
1137 | } | ||
1138 | //if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
1139 | //{ | ||
1140 | //m_log.Debug("[PHYSICS]: prim contacting with ground"); | ||
1141 | //} | ||
1142 | } | ||
1143 | else if (name1 == "Water" || name2 == "Water") | ||
1144 | { | ||
1145 | /* | ||
1146 | if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
1147 | { | ||
1148 | } | ||
1149 | else | ||
1150 | { | ||
1151 | } | ||
1152 | */ | ||
1153 | //WaterContact.surface.soft_cfm = 0.0000f; | ||
1154 | //WaterContact.surface.soft_erp = 0.00000f; | ||
1155 | if (curContact.depth > 0.1f) | ||
1156 | { | ||
1157 | curContact.depth *= 52; | ||
1158 | //contact.normal = new d.Vector3(0, 0, 1); | ||
1159 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); | ||
1160 | } | ||
1161 | WaterContact.geom = curContact; | ||
1162 | _perloopContact.Add(curContact); | ||
1163 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1164 | { | ||
1165 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | ||
1166 | m_global_contactcount++; | ||
1167 | } | ||
1168 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); | ||
1169 | } | ||
1170 | else | ||
1171 | { | ||
1172 | // we're colliding with prim or avatar | ||
1173 | // check if we're moving | ||
1174 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | ||
1175 | { | ||
1176 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | ||
1177 | { | ||
1178 | // Use the Movement prim contact | ||
1179 | AvatarMovementprimContact.geom = curContact; | ||
1180 | _perloopContact.Add(curContact); | ||
1181 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1182 | { | ||
1183 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | ||
1184 | m_global_contactcount++; | ||
1185 | } | ||
1186 | } | ||
1187 | else | ||
1188 | { | ||
1189 | // Use the non movement contact | ||
1190 | contact.geom = curContact; | ||
1191 | _perloopContact.Add(curContact); | ||
1192 | |||
1193 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1194 | { | ||
1195 | joint = d.JointCreateContact(world, contactgroup, ref contact); | ||
1196 | m_global_contactcount++; | ||
1197 | } | ||
1198 | } | ||
1199 | } | ||
1200 | else if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
1201 | { | ||
1202 | //p1.PhysicsActorType | ||
1203 | int material = (int)Material.Wood; | ||
1204 | |||
1205 | if (p2 is OdePrim) | ||
1206 | material = ((OdePrim)p2).m_material; | ||
1207 | |||
1208 | //m_log.DebugFormat("Material: {0}", material); | ||
1209 | m_materialContacts[material, 0].geom = curContact; | ||
1210 | _perloopContact.Add(curContact); | ||
1211 | |||
1212 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1213 | { | ||
1214 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); | ||
1215 | m_global_contactcount++; | ||
1216 | |||
1217 | } | ||
1218 | } | ||
1219 | } | ||
1220 | |||
1221 | if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide! | ||
1222 | { | ||
1223 | d.JointAttach(joint, b1, b2); | ||
1224 | m_global_contactcount++; | ||
1225 | } | ||
1226 | |||
1227 | } | ||
1228 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1229 | if (count > geomContactPointsStartthrottle) | ||
1230 | { | ||
1231 | // If there are more then 3 contact points, it's likely | ||
1232 | // that we've got a pile of objects, so ... | ||
1233 | // We don't want to send out hundreds of terse updates over and over again | ||
1234 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
1235 | p2.ThrottleUpdates = true; | ||
1236 | } | ||
1237 | //m_log.Debug(count.ToString()); | ||
1238 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1239 | } | ||
1240 | } | ||
1241 | |||
1242 | private bool checkDupe(d.ContactGeom contactGeom, int atype) | ||
1243 | { | ||
1244 | bool result = false; | ||
1245 | //return result; | ||
1246 | if (!m_filterCollisions) | ||
1247 | return false; | ||
1248 | |||
1249 | ActorTypes at = (ActorTypes)atype; | ||
1250 | lock (_perloopContact) | ||
1251 | { | ||
1252 | foreach (d.ContactGeom contact in _perloopContact) | ||
1253 | { | ||
1254 | //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) | ||
1255 | //{ | ||
1256 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | ||
1257 | if (at == ActorTypes.Agent) | ||
1258 | { | ||
1259 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1260 | { | ||
1261 | |||
1262 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) | ||
1263 | { | ||
1264 | //contactGeom.depth *= .00005f; | ||
1265 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1266 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1267 | result = true; | ||
1268 | break; | ||
1269 | } | ||
1270 | else | ||
1271 | { | ||
1272 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1273 | } | ||
1274 | } | ||
1275 | else | ||
1276 | { | ||
1277 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1278 | //int i = 0; | ||
1279 | } | ||
1280 | } | ||
1281 | else if (at == ActorTypes.Prim) | ||
1282 | { | ||
1283 | //d.AABB aabb1 = new d.AABB(); | ||
1284 | //d.AABB aabb2 = new d.AABB(); | ||
1285 | |||
1286 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | ||
1287 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | ||
1288 | //aabb1. | ||
1289 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1290 | { | ||
1291 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
1292 | { | ||
1293 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
1294 | { | ||
1295 | result = true; | ||
1296 | break; | ||
1297 | } | ||
1298 | } | ||
1299 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1300 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1301 | } | ||
1302 | |||
1303 | } | ||
1304 | |||
1305 | //} | ||
1306 | |||
1307 | } | ||
1308 | } | ||
1309 | return result; | ||
1310 | } | ||
1311 | |||
1312 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
1313 | { | ||
1314 | // obj1LocalID = 0; | ||
1315 | //returncollisions = false; | ||
1316 | obj2LocalID = 0; | ||
1317 | //ctype = 0; | ||
1318 | //cStartStop = 0; | ||
1319 | if (!p2.SubscribedEvents() && !p1.SubscribedEvents()) | ||
1320 | return; | ||
1321 | |||
1322 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1323 | { | ||
1324 | case ActorTypes.Agent: | ||
1325 | cc2 = (OdeCharacter)p2; | ||
1326 | |||
1327 | // obj1LocalID = cc2.m_localID; | ||
1328 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1329 | { | ||
1330 | case ActorTypes.Agent: | ||
1331 | cc1 = (OdeCharacter)p1; | ||
1332 | obj2LocalID = cc1.m_localID; | ||
1333 | cc1.AddCollisionEvent(cc2.m_localID, contact); | ||
1334 | //ctype = (int)CollisionCategories.Character; | ||
1335 | |||
1336 | //if (cc1.CollidingObj) | ||
1337 | //cStartStop = (int)StatusIndicators.Generic; | ||
1338 | //else | ||
1339 | //cStartStop = (int)StatusIndicators.Start; | ||
1340 | |||
1341 | //returncollisions = true; | ||
1342 | break; | ||
1343 | case ActorTypes.Prim: | ||
1344 | if (p1 is OdePrim) | ||
1345 | { | ||
1346 | cp1 = (OdePrim) p1; | ||
1347 | obj2LocalID = cp1.m_localID; | ||
1348 | cp1.AddCollisionEvent(cc2.m_localID, contact); | ||
1349 | } | ||
1350 | //ctype = (int)CollisionCategories.Geom; | ||
1351 | |||
1352 | //if (cp1.CollidingObj) | ||
1353 | //cStartStop = (int)StatusIndicators.Generic; | ||
1354 | //else | ||
1355 | //cStartStop = (int)StatusIndicators.Start; | ||
1356 | |||
1357 | //returncollisions = true; | ||
1358 | break; | ||
1359 | |||
1360 | case ActorTypes.Ground: | ||
1361 | case ActorTypes.Unknown: | ||
1362 | obj2LocalID = 0; | ||
1363 | //ctype = (int)CollisionCategories.Land; | ||
1364 | //returncollisions = true; | ||
1365 | break; | ||
1366 | } | ||
1367 | |||
1368 | cc2.AddCollisionEvent(obj2LocalID, contact); | ||
1369 | break; | ||
1370 | case ActorTypes.Prim: | ||
1371 | |||
1372 | if (p2 is OdePrim) | ||
1373 | { | ||
1374 | cp2 = (OdePrim) p2; | ||
1375 | |||
1376 | // obj1LocalID = cp2.m_localID; | ||
1377 | switch ((ActorTypes) p1.PhysicsActorType) | ||
1378 | { | ||
1379 | case ActorTypes.Agent: | ||
1380 | if (p1 is OdeCharacter) | ||
1381 | { | ||
1382 | cc1 = (OdeCharacter) p1; | ||
1383 | obj2LocalID = cc1.m_localID; | ||
1384 | cc1.AddCollisionEvent(cp2.m_localID, contact); | ||
1385 | //ctype = (int)CollisionCategories.Character; | ||
1386 | |||
1387 | //if (cc1.CollidingObj) | ||
1388 | //cStartStop = (int)StatusIndicators.Generic; | ||
1389 | //else | ||
1390 | //cStartStop = (int)StatusIndicators.Start; | ||
1391 | //returncollisions = true; | ||
1392 | } | ||
1393 | break; | ||
1394 | case ActorTypes.Prim: | ||
1395 | |||
1396 | if (p1 is OdePrim) | ||
1397 | { | ||
1398 | cp1 = (OdePrim) p1; | ||
1399 | obj2LocalID = cp1.m_localID; | ||
1400 | cp1.AddCollisionEvent(cp2.m_localID, contact); | ||
1401 | //ctype = (int)CollisionCategories.Geom; | ||
1402 | |||
1403 | //if (cp1.CollidingObj) | ||
1404 | //cStartStop = (int)StatusIndicators.Generic; | ||
1405 | //else | ||
1406 | //cStartStop = (int)StatusIndicators.Start; | ||
1407 | |||
1408 | //returncollisions = true; | ||
1409 | } | ||
1410 | break; | ||
1411 | |||
1412 | case ActorTypes.Ground: | ||
1413 | case ActorTypes.Unknown: | ||
1414 | obj2LocalID = 0; | ||
1415 | //ctype = (int)CollisionCategories.Land; | ||
1416 | |||
1417 | //returncollisions = true; | ||
1418 | break; | ||
1419 | } | ||
1420 | |||
1421 | cp2.AddCollisionEvent(obj2LocalID, contact); | ||
1422 | } | ||
1423 | break; | ||
1424 | } | ||
1425 | //if (returncollisions) | ||
1426 | //{ | ||
1427 | |||
1428 | //lock (m_storedCollisions) | ||
1429 | //{ | ||
1430 | //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString(); | ||
1431 | //if (m_storedCollisions.ContainsKey(cDictKey)) | ||
1432 | //{ | ||
1433 | //sCollisionData objd = m_storedCollisions[cDictKey]; | ||
1434 | //objd.NumberOfCollisions += 1; | ||
1435 | //objd.lastframe = framecount; | ||
1436 | //m_storedCollisions[cDictKey] = objd; | ||
1437 | //} | ||
1438 | //else | ||
1439 | //{ | ||
1440 | //sCollisionData objd = new sCollisionData(); | ||
1441 | //objd.ColliderLocalId = obj1LocalID; | ||
1442 | //objd.CollidedWithLocalId = obj2LocalID; | ||
1443 | //objd.CollisionType = ctype; | ||
1444 | //objd.NumberOfCollisions = 1; | ||
1445 | //objd.lastframe = framecount; | ||
1446 | //objd.StatusIndicator = cStartStop; | ||
1447 | //m_storedCollisions.Add(cDictKey, objd); | ||
1448 | //} | ||
1449 | //} | ||
1450 | // } | ||
1451 | } | ||
1452 | |||
1453 | public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) | ||
1454 | { | ||
1455 | /* String name1 = null; | ||
1456 | String name2 = null; | ||
1457 | |||
1458 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1459 | { | ||
1460 | name1 = "null"; | ||
1461 | } | ||
1462 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1463 | { | ||
1464 | name2 = "null"; | ||
1465 | } | ||
1466 | |||
1467 | m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1468 | */ | ||
1469 | return 1; | ||
1470 | } | ||
1471 | |||
1472 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) | ||
1473 | { | ||
1474 | String name1 = null; | ||
1475 | String name2 = null; | ||
1476 | |||
1477 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1478 | { | ||
1479 | name1 = "null"; | ||
1480 | } | ||
1481 | |||
1482 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1483 | { | ||
1484 | name2 = "null"; | ||
1485 | } | ||
1486 | |||
1487 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); | ||
1488 | |||
1489 | d.Vector3 v0 = new d.Vector3(); | ||
1490 | d.Vector3 v1 = new d.Vector3(); | ||
1491 | d.Vector3 v2 = new d.Vector3(); | ||
1492 | |||
1493 | d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); | ||
1494 | // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z); | ||
1495 | |||
1496 | return 1; | ||
1497 | } | ||
1498 | |||
1499 | /// <summary> | ||
1500 | /// This is our collision testing routine in ODE | ||
1501 | /// </summary> | ||
1502 | /// <param name="timeStep"></param> | ||
1503 | private void collision_optimized(float timeStep) | ||
1504 | { | ||
1505 | _perloopContact.Clear(); | ||
1506 | |||
1507 | lock (_characters) | ||
1508 | { | ||
1509 | foreach (OdeCharacter chr in _characters) | ||
1510 | { | ||
1511 | // Reset the collision values to false | ||
1512 | // since we don't know if we're colliding yet | ||
1513 | |||
1514 | // For some reason this can happen. Don't ask... | ||
1515 | // | ||
1516 | if (chr == null) | ||
1517 | continue; | ||
1518 | |||
1519 | if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1520 | continue; | ||
1521 | |||
1522 | chr.IsColliding = false; | ||
1523 | chr.CollidingGround = false; | ||
1524 | chr.CollidingObj = false; | ||
1525 | |||
1526 | // test the avatar's geometry for collision with the space | ||
1527 | // This will return near and the space that they are the closest to | ||
1528 | // And we'll run this again against the avatar and the space segment | ||
1529 | // This will return with a bunch of possible objects in the space segment | ||
1530 | // and we'll run it again on all of them. | ||
1531 | try | ||
1532 | { | ||
1533 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | ||
1534 | } | ||
1535 | catch (AccessViolationException) | ||
1536 | { | ||
1537 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1538 | } | ||
1539 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | ||
1540 | //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) | ||
1541 | //{ | ||
1542 | //chr.Position.Z = terrainheight + 10.0f; | ||
1543 | //forcedZ = true; | ||
1544 | //} | ||
1545 | } | ||
1546 | } | ||
1547 | |||
1548 | lock (_activeprims) | ||
1549 | { | ||
1550 | List<OdePrim> removeprims = null; | ||
1551 | foreach (OdePrim chr in _activeprims) | ||
1552 | { | ||
1553 | if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled)) | ||
1554 | { | ||
1555 | try | ||
1556 | { | ||
1557 | lock (chr) | ||
1558 | { | ||
1559 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) | ||
1560 | { | ||
1561 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | ||
1562 | } | ||
1563 | else | ||
1564 | { | ||
1565 | if (removeprims == null) | ||
1566 | { | ||
1567 | removeprims = new List<OdePrim>(); | ||
1568 | } | ||
1569 | removeprims.Add(chr); | ||
1570 | m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!"); | ||
1571 | } | ||
1572 | } | ||
1573 | } | ||
1574 | catch (AccessViolationException) | ||
1575 | { | ||
1576 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1577 | } | ||
1578 | } | ||
1579 | } | ||
1580 | if (removeprims != null) | ||
1581 | { | ||
1582 | foreach (OdePrim chr in removeprims) | ||
1583 | { | ||
1584 | _activeprims.Remove(chr); | ||
1585 | } | ||
1586 | } | ||
1587 | } | ||
1588 | |||
1589 | _perloopContact.Clear(); | ||
1590 | } | ||
1591 | |||
1592 | #endregion | ||
1593 | |||
1594 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
1595 | { | ||
1596 | m_worldOffset = offset; | ||
1597 | WorldExtents = new Vector2(extents.X, extents.Y); | ||
1598 | m_parentScene = pScene; | ||
1599 | |||
1600 | } | ||
1601 | |||
1602 | // Recovered for use by fly height. Kitto Flora | ||
1603 | public float GetTerrainHeightAtXY(float x, float y) | ||
1604 | { | ||
1605 | |||
1606 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1607 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1608 | |||
1609 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1610 | |||
1611 | if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) | ||
1612 | { | ||
1613 | if (heightFieldGeom != IntPtr.Zero) | ||
1614 | { | ||
1615 | if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1616 | { | ||
1617 | |||
1618 | int index; | ||
1619 | |||
1620 | |||
1621 | if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y || | ||
1622 | (int)x < 0.001f || (int)y < 0.001f) | ||
1623 | return 0; | ||
1624 | |||
1625 | x = x - offsetX; | ||
1626 | y = y - offsetY; | ||
1627 | |||
1628 | index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); | ||
1629 | |||
1630 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) | ||
1631 | { | ||
1632 | //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]); | ||
1633 | return (float)TerrainHeightFieldHeights[heightFieldGeom][index]; | ||
1634 | } | ||
1635 | |||
1636 | else | ||
1637 | return 0f; | ||
1638 | } | ||
1639 | else | ||
1640 | { | ||
1641 | return 0f; | ||
1642 | } | ||
1643 | |||
1644 | } | ||
1645 | else | ||
1646 | { | ||
1647 | return 0f; | ||
1648 | } | ||
1649 | |||
1650 | } | ||
1651 | else | ||
1652 | { | ||
1653 | return 0f; | ||
1654 | } | ||
1655 | |||
1656 | |||
1657 | } | ||
1658 | // End recovered. Kitto Flora | ||
1659 | |||
1660 | public void addCollisionEventReporting(PhysicsActor obj) | ||
1661 | { | ||
1662 | lock (_collisionEventPrim) | ||
1663 | { | ||
1664 | if (!_collisionEventPrim.Contains(obj)) | ||
1665 | _collisionEventPrim.Add(obj); | ||
1666 | } | ||
1667 | } | ||
1668 | |||
1669 | public void remCollisionEventReporting(PhysicsActor obj) | ||
1670 | { | ||
1671 | lock (_collisionEventPrim) | ||
1672 | { | ||
1673 | if (!_collisionEventPrim.Contains(obj)) | ||
1674 | _collisionEventPrim.Remove(obj); | ||
1675 | } | ||
1676 | } | ||
1677 | |||
1678 | #region Add/Remove Entities | ||
1679 | |||
1680 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1681 | { | ||
1682 | Vector3 pos; | ||
1683 | pos.X = position.X; | ||
1684 | pos.Y = position.Y; | ||
1685 | pos.Z = position.Z; | ||
1686 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun); | ||
1687 | newAv.Flying = isFlying; | ||
1688 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1689 | |||
1690 | return newAv; | ||
1691 | } | ||
1692 | |||
1693 | public void AddCharacter(OdeCharacter chr) | ||
1694 | { | ||
1695 | lock (_characters) | ||
1696 | { | ||
1697 | if (!_characters.Contains(chr)) | ||
1698 | { | ||
1699 | _characters.Add(chr); | ||
1700 | if (chr.bad) | ||
1701 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1702 | } | ||
1703 | } | ||
1704 | } | ||
1705 | |||
1706 | public void RemoveCharacter(OdeCharacter chr) | ||
1707 | { | ||
1708 | lock (_characters) | ||
1709 | { | ||
1710 | if (_characters.Contains(chr)) | ||
1711 | { | ||
1712 | _characters.Remove(chr); | ||
1713 | } | ||
1714 | } | ||
1715 | } | ||
1716 | public void BadCharacter(OdeCharacter chr) | ||
1717 | { | ||
1718 | lock (_badCharacter) | ||
1719 | { | ||
1720 | if (!_badCharacter.Contains(chr)) | ||
1721 | _badCharacter.Add(chr); | ||
1722 | } | ||
1723 | } | ||
1724 | |||
1725 | public override void RemoveAvatar(PhysicsActor actor) | ||
1726 | { | ||
1727 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1728 | ((OdeCharacter) actor).Destroy(); | ||
1729 | |||
1730 | } | ||
1731 | |||
1732 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1733 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | ||
1734 | { | ||
1735 | |||
1736 | Vector3 pos = position; | ||
1737 | Vector3 siz = size; | ||
1738 | Quaternion rot = rotation; | ||
1739 | |||
1740 | OdePrim newPrim; | ||
1741 | lock (OdeLock) | ||
1742 | { | ||
1743 | newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); | ||
1744 | |||
1745 | lock (_prims) | ||
1746 | _prims.Add(newPrim); | ||
1747 | } | ||
1748 | |||
1749 | return newPrim; | ||
1750 | } | ||
1751 | |||
1752 | public void addActivePrim(OdePrim activatePrim) | ||
1753 | { | ||
1754 | // adds active prim.. (ones that should be iterated over in collisions_optimized | ||
1755 | lock (_activeprims) | ||
1756 | { | ||
1757 | if (!_activeprims.Contains(activatePrim)) | ||
1758 | _activeprims.Add(activatePrim); | ||
1759 | //else | ||
1760 | // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); | ||
1761 | } | ||
1762 | } | ||
1763 | |||
1764 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1765 | Vector3 size, Quaternion rotation) //To be removed | ||
1766 | { | ||
1767 | return AddPrimShape(primName, pbs, position, size, rotation, false); | ||
1768 | } | ||
1769 | |||
1770 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1771 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
1772 | { | ||
1773 | PhysicsActor result; | ||
1774 | IMesh mesh = null; | ||
1775 | |||
1776 | if (needsMeshing(pbs)) | ||
1777 | { | ||
1778 | try | ||
1779 | { | ||
1780 | mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
1781 | } | ||
1782 | catch(Exception e) | ||
1783 | { | ||
1784 | m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName); | ||
1785 | m_log.Debug(e.ToString()); | ||
1786 | mesh = null; | ||
1787 | return null; | ||
1788 | } | ||
1789 | } | ||
1790 | |||
1791 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); | ||
1792 | |||
1793 | return result; | ||
1794 | } | ||
1795 | |||
1796 | public override float TimeDilation | ||
1797 | { | ||
1798 | get { return m_timeDilation; } | ||
1799 | } | ||
1800 | |||
1801 | public override bool SupportsNINJAJoints | ||
1802 | { | ||
1803 | get { return m_NINJA_physics_joints_enabled; } | ||
1804 | } | ||
1805 | |||
1806 | // internal utility function: must be called within a lock (OdeLock) | ||
1807 | private void InternalAddActiveJoint(PhysicsJoint joint) | ||
1808 | { | ||
1809 | activeJoints.Add(joint); | ||
1810 | SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint); | ||
1811 | } | ||
1812 | |||
1813 | // internal utility function: must be called within a lock (OdeLock) | ||
1814 | private void InternalAddPendingJoint(OdePhysicsJoint joint) | ||
1815 | { | ||
1816 | pendingJoints.Add(joint); | ||
1817 | SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint); | ||
1818 | } | ||
1819 | |||
1820 | // internal utility function: must be called within a lock (OdeLock) | ||
1821 | private void InternalRemovePendingJoint(PhysicsJoint joint) | ||
1822 | { | ||
1823 | pendingJoints.Remove(joint); | ||
1824 | SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene); | ||
1825 | } | ||
1826 | |||
1827 | // internal utility function: must be called within a lock (OdeLock) | ||
1828 | private void InternalRemoveActiveJoint(PhysicsJoint joint) | ||
1829 | { | ||
1830 | activeJoints.Remove(joint); | ||
1831 | SOPName_to_activeJoint.Remove(joint.ObjectNameInScene); | ||
1832 | } | ||
1833 | |||
1834 | public override void DumpJointInfo() | ||
1835 | { | ||
1836 | string hdr = "[NINJA] JOINTINFO: "; | ||
1837 | foreach (PhysicsJoint j in pendingJoints) | ||
1838 | { | ||
1839 | m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1840 | } | ||
1841 | m_log.Debug(hdr + pendingJoints.Count + " total pending joints"); | ||
1842 | foreach (string jointName in SOPName_to_pendingJoint.Keys) | ||
1843 | { | ||
1844 | m_log.Debug(hdr + " pending joints dict contains Name: " + jointName); | ||
1845 | } | ||
1846 | m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries"); | ||
1847 | foreach (PhysicsJoint j in activeJoints) | ||
1848 | { | ||
1849 | m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1850 | } | ||
1851 | m_log.Debug(hdr + activeJoints.Count + " total active joints"); | ||
1852 | foreach (string jointName in SOPName_to_activeJoint.Keys) | ||
1853 | { | ||
1854 | m_log.Debug(hdr + " active joints dict contains Name: " + jointName); | ||
1855 | } | ||
1856 | m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries"); | ||
1857 | |||
1858 | m_log.Debug(hdr + " Per-body joint connectivity information follows."); | ||
1859 | m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints."); | ||
1860 | foreach (string actorName in joints_connecting_actor.Keys) | ||
1861 | { | ||
1862 | m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it"); | ||
1863 | foreach (PhysicsJoint j in joints_connecting_actor[actorName]) | ||
1864 | { | ||
1865 | m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1866 | } | ||
1867 | m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor"); | ||
1868 | } | ||
1869 | } | ||
1870 | |||
1871 | public override void RequestJointDeletion(string ObjectNameInScene) | ||
1872 | { | ||
1873 | lock (externalJointRequestsLock) | ||
1874 | { | ||
1875 | if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously | ||
1876 | { | ||
1877 | requestedJointsToBeDeleted.Add(ObjectNameInScene); | ||
1878 | } | ||
1879 | } | ||
1880 | } | ||
1881 | |||
1882 | private void DeleteRequestedJoints() | ||
1883 | { | ||
1884 | List<string> myRequestedJointsToBeDeleted; | ||
1885 | lock (externalJointRequestsLock) | ||
1886 | { | ||
1887 | // make a local copy of the shared list for processing (threading issues) | ||
1888 | myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted); | ||
1889 | } | ||
1890 | |||
1891 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1892 | { | ||
1893 | lock (OdeLock) | ||
1894 | { | ||
1895 | //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName); | ||
1896 | if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1897 | { | ||
1898 | OdePhysicsJoint joint = null; | ||
1899 | if (SOPName_to_activeJoint.ContainsKey(jointName)) | ||
1900 | { | ||
1901 | joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint; | ||
1902 | InternalRemoveActiveJoint(joint); | ||
1903 | } | ||
1904 | else if (SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1905 | { | ||
1906 | joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint; | ||
1907 | InternalRemovePendingJoint(joint); | ||
1908 | } | ||
1909 | |||
1910 | if (joint != null) | ||
1911 | { | ||
1912 | //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames); | ||
1913 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1914 | { | ||
1915 | string bodyName = joint.BodyNames[iBodyName]; | ||
1916 | if (bodyName != "NULL") | ||
1917 | { | ||
1918 | joints_connecting_actor[bodyName].Remove(joint); | ||
1919 | if (joints_connecting_actor[bodyName].Count == 0) | ||
1920 | { | ||
1921 | joints_connecting_actor.Remove(bodyName); | ||
1922 | } | ||
1923 | } | ||
1924 | } | ||
1925 | |||
1926 | DoJointDeactivated(joint); | ||
1927 | if (joint.jointID != IntPtr.Zero) | ||
1928 | { | ||
1929 | d.JointDestroy(joint.jointID); | ||
1930 | joint.jointID = IntPtr.Zero; | ||
1931 | //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName); | ||
1932 | } | ||
1933 | else | ||
1934 | { | ||
1935 | //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName); | ||
1936 | } | ||
1937 | } | ||
1938 | else | ||
1939 | { | ||
1940 | // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName); | ||
1941 | } | ||
1942 | } | ||
1943 | else | ||
1944 | { | ||
1945 | // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName); | ||
1946 | } | ||
1947 | } | ||
1948 | } | ||
1949 | |||
1950 | // remove processed joints from the shared list | ||
1951 | lock (externalJointRequestsLock) | ||
1952 | { | ||
1953 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1954 | { | ||
1955 | requestedJointsToBeDeleted.Remove(jointName); | ||
1956 | } | ||
1957 | } | ||
1958 | } | ||
1959 | |||
1960 | // for pending joints we don't know if their associated bodies exist yet or not. | ||
1961 | // the joint is actually created during processing of the taints | ||
1962 | private void CreateRequestedJoints() | ||
1963 | { | ||
1964 | List<PhysicsJoint> myRequestedJointsToBeCreated; | ||
1965 | lock (externalJointRequestsLock) | ||
1966 | { | ||
1967 | // make a local copy of the shared list for processing (threading issues) | ||
1968 | myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated); | ||
1969 | } | ||
1970 | |||
1971 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
1972 | { | ||
1973 | lock (OdeLock) | ||
1974 | { | ||
1975 | if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null) | ||
1976 | { | ||
1977 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1978 | continue; | ||
1979 | } | ||
1980 | if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null) | ||
1981 | { | ||
1982 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1983 | continue; | ||
1984 | } | ||
1985 | |||
1986 | InternalAddPendingJoint(joint as OdePhysicsJoint); | ||
1987 | |||
1988 | if (joint.BodyNames.Count >= 2) | ||
1989 | { | ||
1990 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1991 | { | ||
1992 | string bodyName = joint.BodyNames[iBodyName]; | ||
1993 | if (bodyName != "NULL") | ||
1994 | { | ||
1995 | if (!joints_connecting_actor.ContainsKey(bodyName)) | ||
1996 | { | ||
1997 | joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>()); | ||
1998 | } | ||
1999 | joints_connecting_actor[bodyName].Add(joint); | ||
2000 | } | ||
2001 | } | ||
2002 | } | ||
2003 | } | ||
2004 | } | ||
2005 | |||
2006 | // remove processed joints from shared list | ||
2007 | lock (externalJointRequestsLock) | ||
2008 | { | ||
2009 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
2010 | { | ||
2011 | requestedJointsToBeCreated.Remove(joint); | ||
2012 | } | ||
2013 | } | ||
2014 | |||
2015 | } | ||
2016 | |||
2017 | // public function to add an request for joint creation | ||
2018 | // this joint will just be added to a waiting list that is NOT processed during the main | ||
2019 | // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. | ||
2020 | |||
2021 | public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, | ||
2022 | Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation) | ||
2023 | |||
2024 | { | ||
2025 | |||
2026 | OdePhysicsJoint joint = new OdePhysicsJoint(); | ||
2027 | joint.ObjectNameInScene = objectNameInScene; | ||
2028 | joint.Type = jointType; | ||
2029 | joint.Position = position; | ||
2030 | joint.Rotation = rotation; | ||
2031 | joint.RawParams = parms; | ||
2032 | joint.BodyNames = new List<string>(bodyNames); | ||
2033 | joint.TrackedBodyName = trackedBodyName; | ||
2034 | joint.LocalRotation = localRotation; | ||
2035 | joint.jointID = IntPtr.Zero; | ||
2036 | joint.ErrorMessageCount = 0; | ||
2037 | |||
2038 | lock (externalJointRequestsLock) | ||
2039 | { | ||
2040 | if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice | ||
2041 | { | ||
2042 | requestedJointsToBeCreated.Add(joint); | ||
2043 | } | ||
2044 | } | ||
2045 | return joint; | ||
2046 | } | ||
2047 | |||
2048 | private void RemoveAllJointsConnectedToActor(PhysicsActor actor) | ||
2049 | { | ||
2050 | //m_log.Debug("RemoveAllJointsConnectedToActor: start"); | ||
2051 | if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null) | ||
2052 | { | ||
2053 | |||
2054 | List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>(); | ||
2055 | //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism) | ||
2056 | foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName]) | ||
2057 | { | ||
2058 | jointsToRemove.Add(j); | ||
2059 | } | ||
2060 | foreach (PhysicsJoint j in jointsToRemove) | ||
2061 | { | ||
2062 | //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene); | ||
2063 | RequestJointDeletion(j.ObjectNameInScene); | ||
2064 | //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene); | ||
2065 | j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing) | ||
2066 | } | ||
2067 | } | ||
2068 | } | ||
2069 | |||
2070 | public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor) | ||
2071 | { | ||
2072 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start"); | ||
2073 | lock (OdeLock) | ||
2074 | { | ||
2075 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock"); | ||
2076 | RemoveAllJointsConnectedToActor(actor); | ||
2077 | } | ||
2078 | } | ||
2079 | |||
2080 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2081 | public override Vector3 GetJointAnchor(PhysicsJoint joint) | ||
2082 | { | ||
2083 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2084 | d.Vector3 pos = new d.Vector3(); | ||
2085 | |||
2086 | if (!(joint is OdePhysicsJoint)) | ||
2087 | { | ||
2088 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2089 | } | ||
2090 | else | ||
2091 | { | ||
2092 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2093 | switch (odeJoint.Type) | ||
2094 | { | ||
2095 | case PhysicsJointType.Ball: | ||
2096 | d.JointGetBallAnchor(odeJoint.jointID, out pos); | ||
2097 | break; | ||
2098 | case PhysicsJointType.Hinge: | ||
2099 | d.JointGetHingeAnchor(odeJoint.jointID, out pos); | ||
2100 | break; | ||
2101 | } | ||
2102 | } | ||
2103 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
2104 | } | ||
2105 | |||
2106 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2107 | // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function | ||
2108 | // appears to be unreliable. Fortunately we can compute the joint axis ourselves by | ||
2109 | // keeping track of the joint's original orientation relative to one of the involved bodies. | ||
2110 | public override Vector3 GetJointAxis(PhysicsJoint joint) | ||
2111 | { | ||
2112 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2113 | d.Vector3 axis = new d.Vector3(); | ||
2114 | |||
2115 | if (!(joint is OdePhysicsJoint)) | ||
2116 | { | ||
2117 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2118 | } | ||
2119 | else | ||
2120 | { | ||
2121 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2122 | switch (odeJoint.Type) | ||
2123 | { | ||
2124 | case PhysicsJointType.Ball: | ||
2125 | DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene); | ||
2126 | break; | ||
2127 | case PhysicsJointType.Hinge: | ||
2128 | d.JointGetHingeAxis(odeJoint.jointID, out axis); | ||
2129 | break; | ||
2130 | } | ||
2131 | } | ||
2132 | return new Vector3(axis.X, axis.Y, axis.Z); | ||
2133 | } | ||
2134 | |||
2135 | |||
2136 | public void remActivePrim(OdePrim deactivatePrim) | ||
2137 | { | ||
2138 | lock (_activeprims) | ||
2139 | { | ||
2140 | _activeprims.Remove(deactivatePrim); | ||
2141 | } | ||
2142 | } | ||
2143 | |||
2144 | public override void RemovePrim(PhysicsActor prim) | ||
2145 | { | ||
2146 | if (prim is OdePrim) | ||
2147 | { | ||
2148 | lock (OdeLock) | ||
2149 | { | ||
2150 | OdePrim p = (OdePrim) prim; | ||
2151 | |||
2152 | p.setPrimForRemoval(); | ||
2153 | AddPhysicsActorTaint(prim); | ||
2154 | //RemovePrimThreadLocked(p); | ||
2155 | } | ||
2156 | } | ||
2157 | } | ||
2158 | |||
2159 | /// <summary> | ||
2160 | /// This is called from within simulate but outside the locked portion | ||
2161 | /// We need to do our own locking here | ||
2162 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
2163 | /// | ||
2164 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
2165 | /// that the space was using. | ||
2166 | /// </summary> | ||
2167 | /// <param name="prim"></param> | ||
2168 | public void RemovePrimThreadLocked(OdePrim prim) | ||
2169 | { | ||
2170 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
2171 | lock (prim) | ||
2172 | { | ||
2173 | remCollisionEventReporting(prim); | ||
2174 | lock (ode) | ||
2175 | { | ||
2176 | if (prim.prim_geom != IntPtr.Zero) | ||
2177 | { | ||
2178 | prim.ResetTaints(); | ||
2179 | |||
2180 | if (prim.IsPhysical) | ||
2181 | { | ||
2182 | prim.disableBody(); | ||
2183 | if (prim.childPrim) | ||
2184 | { | ||
2185 | prim.childPrim = false; | ||
2186 | prim.Body = IntPtr.Zero; | ||
2187 | prim.m_disabled = true; | ||
2188 | prim.IsPhysical = false; | ||
2189 | } | ||
2190 | |||
2191 | |||
2192 | } | ||
2193 | // we don't want to remove the main space | ||
2194 | |||
2195 | // If the geometry is in the targetspace, remove it from the target space | ||
2196 | //m_log.Warn(prim.m_targetSpace); | ||
2197 | |||
2198 | //if (prim.m_targetSpace != IntPtr.Zero) | ||
2199 | //{ | ||
2200 | //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) | ||
2201 | //{ | ||
2202 | |||
2203 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2204 | //{ | ||
2205 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2206 | //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); | ||
2207 | prim.m_targetSpace = IntPtr.Zero; | ||
2208 | //} | ||
2209 | //else | ||
2210 | //{ | ||
2211 | // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2212 | //((OdePrim)prim).m_targetSpace.ToString()); | ||
2213 | //} | ||
2214 | |||
2215 | //} | ||
2216 | //} | ||
2217 | //m_log.Warn(prim.prim_geom); | ||
2218 | try | ||
2219 | { | ||
2220 | if (prim.prim_geom != IntPtr.Zero) | ||
2221 | { | ||
2222 | d.GeomDestroy(prim.prim_geom); | ||
2223 | prim.prim_geom = IntPtr.Zero; | ||
2224 | } | ||
2225 | else | ||
2226 | { | ||
2227 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); | ||
2228 | } | ||
2229 | } | ||
2230 | catch (AccessViolationException) | ||
2231 | { | ||
2232 | m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); | ||
2233 | } | ||
2234 | lock (_prims) | ||
2235 | _prims.Remove(prim); | ||
2236 | |||
2237 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2238 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | ||
2239 | //{ | ||
2240 | //if (prim.m_targetSpace != null) | ||
2241 | //{ | ||
2242 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2243 | //{ | ||
2244 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2245 | //d.SpaceRemove(space, prim.m_targetSpace); | ||
2246 | // free up memory used by the space. | ||
2247 | //d.SpaceDestroy(prim.m_targetSpace); | ||
2248 | //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); | ||
2249 | //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); | ||
2250 | //} | ||
2251 | //else | ||
2252 | //{ | ||
2253 | //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2254 | //((OdePrim) prim).m_targetSpace.ToString()); | ||
2255 | //} | ||
2256 | //} | ||
2257 | //} | ||
2258 | |||
2259 | if (SupportsNINJAJoints) | ||
2260 | { | ||
2261 | RemoveAllJointsConnectedToActorThreadLocked(prim); | ||
2262 | } | ||
2263 | } | ||
2264 | } | ||
2265 | } | ||
2266 | } | ||
2267 | |||
2268 | #endregion | ||
2269 | |||
2270 | #region Space Separation Calculation | ||
2271 | |||
2272 | /// <summary> | ||
2273 | /// Takes a space pointer and zeros out the array we're using to hold the spaces | ||
2274 | /// </summary> | ||
2275 | /// <param name="pSpace"></param> | ||
2276 | public void resetSpaceArrayItemToZero(IntPtr pSpace) | ||
2277 | { | ||
2278 | for (int x = 0; x < staticPrimspace.GetLength(0); x++) | ||
2279 | { | ||
2280 | for (int y = 0; y < staticPrimspace.GetLength(1); y++) | ||
2281 | { | ||
2282 | if (staticPrimspace[x, y] == pSpace) | ||
2283 | staticPrimspace[x, y] = IntPtr.Zero; | ||
2284 | } | ||
2285 | } | ||
2286 | } | ||
2287 | |||
2288 | public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) | ||
2289 | { | ||
2290 | staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; | ||
2291 | } | ||
2292 | |||
2293 | /// <summary> | ||
2294 | /// Called when a static prim moves. Allocates a space for the prim based on its position | ||
2295 | /// </summary> | ||
2296 | /// <param name="geom">the pointer to the geom that moved</param> | ||
2297 | /// <param name="pos">the position that the geom moved to</param> | ||
2298 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
2299 | /// <returns>a pointer to the new space it's in</returns> | ||
2300 | public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
2301 | { | ||
2302 | // Called from setting the Position and Size of an ODEPrim so | ||
2303 | // it's already in locked space. | ||
2304 | |||
2305 | // we don't want to remove the main space | ||
2306 | // we don't need to test physical here because this function should | ||
2307 | // never be called if the prim is physical(active) | ||
2308 | |||
2309 | // All physical prim end up in the root space | ||
2310 | //Thread.Sleep(20); | ||
2311 | if (currentspace != space) | ||
2312 | { | ||
2313 | //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString()); | ||
2314 | //if (currentspace == IntPtr.Zero) | ||
2315 | //{ | ||
2316 | //int adfadf = 0; | ||
2317 | //} | ||
2318 | if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero) | ||
2319 | { | ||
2320 | if (d.GeomIsSpace(currentspace)) | ||
2321 | { | ||
2322 | waitForSpaceUnlock(currentspace); | ||
2323 | d.SpaceRemove(currentspace, geom); | ||
2324 | } | ||
2325 | else | ||
2326 | { | ||
2327 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace + | ||
2328 | " Geom:" + geom); | ||
2329 | } | ||
2330 | } | ||
2331 | else | ||
2332 | { | ||
2333 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2334 | if (sGeomIsIn != IntPtr.Zero) | ||
2335 | { | ||
2336 | if (d.GeomIsSpace(currentspace)) | ||
2337 | { | ||
2338 | waitForSpaceUnlock(sGeomIsIn); | ||
2339 | d.SpaceRemove(sGeomIsIn, geom); | ||
2340 | } | ||
2341 | else | ||
2342 | { | ||
2343 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2344 | sGeomIsIn + " Geom:" + geom); | ||
2345 | } | ||
2346 | } | ||
2347 | } | ||
2348 | |||
2349 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2350 | if (d.SpaceGetNumGeoms(currentspace) == 0) | ||
2351 | { | ||
2352 | if (currentspace != IntPtr.Zero) | ||
2353 | { | ||
2354 | if (d.GeomIsSpace(currentspace)) | ||
2355 | { | ||
2356 | waitForSpaceUnlock(currentspace); | ||
2357 | waitForSpaceUnlock(space); | ||
2358 | d.SpaceRemove(space, currentspace); | ||
2359 | // free up memory used by the space. | ||
2360 | |||
2361 | //d.SpaceDestroy(currentspace); | ||
2362 | resetSpaceArrayItemToZero(currentspace); | ||
2363 | } | ||
2364 | else | ||
2365 | { | ||
2366 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2367 | currentspace + " Geom:" + geom); | ||
2368 | } | ||
2369 | } | ||
2370 | } | ||
2371 | } | ||
2372 | else | ||
2373 | { | ||
2374 | // this is a physical object that got disabled. ;.; | ||
2375 | if (currentspace != IntPtr.Zero && geom != IntPtr.Zero) | ||
2376 | { | ||
2377 | if (d.SpaceQuery(currentspace, geom)) | ||
2378 | { | ||
2379 | if (d.GeomIsSpace(currentspace)) | ||
2380 | { | ||
2381 | waitForSpaceUnlock(currentspace); | ||
2382 | d.SpaceRemove(currentspace, geom); | ||
2383 | } | ||
2384 | else | ||
2385 | { | ||
2386 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2387 | currentspace + " Geom:" + geom); | ||
2388 | } | ||
2389 | } | ||
2390 | else | ||
2391 | { | ||
2392 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2393 | if (sGeomIsIn != IntPtr.Zero) | ||
2394 | { | ||
2395 | if (d.GeomIsSpace(sGeomIsIn)) | ||
2396 | { | ||
2397 | waitForSpaceUnlock(sGeomIsIn); | ||
2398 | d.SpaceRemove(sGeomIsIn, geom); | ||
2399 | } | ||
2400 | else | ||
2401 | { | ||
2402 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2403 | sGeomIsIn + " Geom:" + geom); | ||
2404 | } | ||
2405 | } | ||
2406 | } | ||
2407 | } | ||
2408 | } | ||
2409 | |||
2410 | // The routines in the Position and Size sections do the 'inserting' into the space, | ||
2411 | // so all we have to do is make sure that the space that we're putting the prim into | ||
2412 | // is in the 'main' space. | ||
2413 | int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); | ||
2414 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
2415 | |||
2416 | if (newspace == IntPtr.Zero) | ||
2417 | { | ||
2418 | newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
2419 | d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh); | ||
2420 | } | ||
2421 | |||
2422 | return newspace; | ||
2423 | } | ||
2424 | |||
2425 | /// <summary> | ||
2426 | /// Creates a new space at X Y | ||
2427 | /// </summary> | ||
2428 | /// <param name="iprimspaceArrItemX"></param> | ||
2429 | /// <param name="iprimspaceArrItemY"></param> | ||
2430 | /// <returns>A pointer to the created space</returns> | ||
2431 | public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) | ||
2432 | { | ||
2433 | // creating a new space for prim and inserting it into main space. | ||
2434 | staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); | ||
2435 | d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space); | ||
2436 | waitForSpaceUnlock(space); | ||
2437 | d.SpaceSetSublevel(space, 1); | ||
2438 | d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); | ||
2439 | return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; | ||
2440 | } | ||
2441 | |||
2442 | /// <summary> | ||
2443 | /// Calculates the space the prim should be in by its position | ||
2444 | /// </summary> | ||
2445 | /// <param name="pos"></param> | ||
2446 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
2447 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
2448 | { | ||
2449 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); | ||
2450 | //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); | ||
2451 | return staticPrimspace[xyspace[0], xyspace[1]]; | ||
2452 | } | ||
2453 | |||
2454 | /// <summary> | ||
2455 | /// Holds the space allocation logic | ||
2456 | /// </summary> | ||
2457 | /// <param name="pos"></param> | ||
2458 | /// <returns>an array item based on the position</returns> | ||
2459 | public int[] calculateSpaceArrayItemFromPos(Vector3 pos) | ||
2460 | { | ||
2461 | int[] returnint = new int[2]; | ||
2462 | |||
2463 | returnint[0] = (int) (pos.X/metersInSpace); | ||
2464 | |||
2465 | if (returnint[0] > ((int) (259f/metersInSpace))) | ||
2466 | returnint[0] = ((int) (259f/metersInSpace)); | ||
2467 | if (returnint[0] < 0) | ||
2468 | returnint[0] = 0; | ||
2469 | |||
2470 | returnint[1] = (int) (pos.Y/metersInSpace); | ||
2471 | if (returnint[1] > ((int) (259f/metersInSpace))) | ||
2472 | returnint[1] = ((int) (259f/metersInSpace)); | ||
2473 | if (returnint[1] < 0) | ||
2474 | returnint[1] = 0; | ||
2475 | |||
2476 | return returnint; | ||
2477 | } | ||
2478 | |||
2479 | #endregion | ||
2480 | |||
2481 | /// <summary> | ||
2482 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
2483 | /// </summary> | ||
2484 | /// <param name="pbs"></param> | ||
2485 | /// <returns></returns> | ||
2486 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
2487 | { | ||
2488 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
2489 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
2490 | // convenient place to do it for now... | ||
2491 | |||
2492 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
2493 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
2494 | int iPropertiesNotSupportedDefault = 0; | ||
2495 | |||
2496 | if (pbs.SculptEntry && !meshSculptedPrim) | ||
2497 | { | ||
2498 | #if SPAM | ||
2499 | m_log.Warn("NonMesh"); | ||
2500 | #endif | ||
2501 | return false; | ||
2502 | } | ||
2503 | |||
2504 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim | ||
2505 | if (!forceSimplePrimMeshing) | ||
2506 | { | ||
2507 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2508 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
2509 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
2510 | { | ||
2511 | |||
2512 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
2513 | && pbs.ProfileHollow == 0 | ||
2514 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
2515 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
2516 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
2517 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
2518 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
2519 | { | ||
2520 | #if SPAM | ||
2521 | m_log.Warn("NonMesh"); | ||
2522 | #endif | ||
2523 | return false; | ||
2524 | } | ||
2525 | } | ||
2526 | } | ||
2527 | |||
2528 | if (pbs.ProfileHollow != 0) | ||
2529 | iPropertiesNotSupportedDefault++; | ||
2530 | |||
2531 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
2532 | iPropertiesNotSupportedDefault++; | ||
2533 | |||
2534 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
2535 | iPropertiesNotSupportedDefault++; | ||
2536 | |||
2537 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
2538 | iPropertiesNotSupportedDefault++; | ||
2539 | |||
2540 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
2541 | iPropertiesNotSupportedDefault++; | ||
2542 | |||
2543 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
2544 | iPropertiesNotSupportedDefault++; | ||
2545 | |||
2546 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2547 | iPropertiesNotSupportedDefault++; | ||
2548 | |||
2549 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
2550 | iPropertiesNotSupportedDefault++; | ||
2551 | |||
2552 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
2553 | iPropertiesNotSupportedDefault++; | ||
2554 | |||
2555 | // test for torus | ||
2556 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
2557 | { | ||
2558 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2559 | { | ||
2560 | iPropertiesNotSupportedDefault++; | ||
2561 | } | ||
2562 | } | ||
2563 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
2564 | { | ||
2565 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2566 | { | ||
2567 | iPropertiesNotSupportedDefault++; | ||
2568 | } | ||
2569 | |||
2570 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
2571 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2572 | { | ||
2573 | iPropertiesNotSupportedDefault++; | ||
2574 | } | ||
2575 | } | ||
2576 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
2577 | { | ||
2578 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
2579 | { | ||
2580 | iPropertiesNotSupportedDefault++; | ||
2581 | } | ||
2582 | } | ||
2583 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
2584 | { | ||
2585 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2586 | { | ||
2587 | iPropertiesNotSupportedDefault++; | ||
2588 | } | ||
2589 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2590 | { | ||
2591 | iPropertiesNotSupportedDefault++; | ||
2592 | } | ||
2593 | } | ||
2594 | |||
2595 | |||
2596 | if (iPropertiesNotSupportedDefault == 0) | ||
2597 | { | ||
2598 | #if SPAM | ||
2599 | m_log.Warn("NonMesh"); | ||
2600 | #endif | ||
2601 | return false; | ||
2602 | } | ||
2603 | #if SPAM | ||
2604 | m_log.Debug("Mesh"); | ||
2605 | #endif | ||
2606 | return true; | ||
2607 | } | ||
2608 | |||
2609 | /// <summary> | ||
2610 | /// Called after our prim properties are set Scale, position etc. | ||
2611 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
2612 | /// This assures us that we have no race conditions | ||
2613 | /// </summary> | ||
2614 | /// <param name="prim"></param> | ||
2615 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
2616 | { | ||
2617 | |||
2618 | if (prim is OdePrim) | ||
2619 | { | ||
2620 | OdePrim taintedprim = ((OdePrim) prim); | ||
2621 | lock (_taintedPrimLock) | ||
2622 | { | ||
2623 | if (!(_taintedPrimH.Contains(taintedprim))) | ||
2624 | { | ||
2625 | //Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName); | ||
2626 | _taintedPrimH.Add(taintedprim); // HashSet for searching | ||
2627 | _taintedPrimL.Add(taintedprim); // List for ordered readout | ||
2628 | } | ||
2629 | } | ||
2630 | return; | ||
2631 | } | ||
2632 | else if (prim is OdeCharacter) | ||
2633 | { | ||
2634 | OdeCharacter taintedchar = ((OdeCharacter)prim); | ||
2635 | lock (_taintedActors) | ||
2636 | { | ||
2637 | if (!(_taintedActors.Contains(taintedchar))) | ||
2638 | { | ||
2639 | _taintedActors.Add(taintedchar); | ||
2640 | if (taintedchar.bad) | ||
2641 | m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid); | ||
2642 | } | ||
2643 | } | ||
2644 | } | ||
2645 | } | ||
2646 | |||
2647 | /// <summary> | ||
2648 | /// This is our main simulate loop | ||
2649 | /// It's thread locked by a Mutex in the scene. | ||
2650 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
2651 | /// It moves the objects around in memory | ||
2652 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
2653 | /// </summary> | ||
2654 | /// <param name="timeStep"></param> | ||
2655 | /// <returns></returns> | ||
2656 | public override float Simulate(float timeStep) | ||
2657 | { | ||
2658 | if (framecount >= int.MaxValue) | ||
2659 | framecount = 0; | ||
2660 | |||
2661 | //if (m_worldOffset != Vector3.Zero) | ||
2662 | // return 0; | ||
2663 | |||
2664 | framecount++; | ||
2665 | |||
2666 | float fps = 0; | ||
2667 | //m_log.Info(timeStep.ToString()); | ||
2668 | step_time += timeStep; | ||
2669 | |||
2670 | // If We're loaded down by something else, | ||
2671 | // or debugging with the Visual Studio project on pause | ||
2672 | // skip a few frames to catch up gracefully. | ||
2673 | // without shooting the physicsactors all over the place | ||
2674 | |||
2675 | if (step_time >= m_SkipFramesAtms) | ||
2676 | { | ||
2677 | // Instead of trying to catch up, it'll do 5 physics frames only | ||
2678 | step_time = ODE_STEPSIZE; | ||
2679 | m_physicsiterations = 5; | ||
2680 | } | ||
2681 | else | ||
2682 | { | ||
2683 | m_physicsiterations = 10; | ||
2684 | } | ||
2685 | |||
2686 | if (SupportsNINJAJoints) | ||
2687 | { | ||
2688 | DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2689 | CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2690 | } | ||
2691 | |||
2692 | lock (OdeLock) | ||
2693 | { | ||
2694 | // Process 10 frames if the sim is running normal.. | ||
2695 | // process 5 frames if the sim is running slow | ||
2696 | //try | ||
2697 | //{ | ||
2698 | //d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
2699 | //} | ||
2700 | //catch (StackOverflowException) | ||
2701 | //{ | ||
2702 | // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
2703 | // ode.drelease(world); | ||
2704 | //base.TriggerPhysicsBasedRestart(); | ||
2705 | //} | ||
2706 | |||
2707 | int i = 0; | ||
2708 | |||
2709 | // Figure out the Frames Per Second we're going at. | ||
2710 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size | ||
2711 | |||
2712 | fps = (step_time / ODE_STEPSIZE) * 1000; | ||
2713 | // HACK: Using a time dilation of 1.0 to debug rubberbanding issues | ||
2714 | //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); | ||
2715 | |||
2716 | step_time = 0.09375f; | ||
2717 | |||
2718 | while (step_time > 0.0f) | ||
2719 | { | ||
2720 | //lock (ode) | ||
2721 | //{ | ||
2722 | //if (!ode.lockquery()) | ||
2723 | //{ | ||
2724 | // ode.dlock(world); | ||
2725 | try | ||
2726 | { | ||
2727 | // Insert, remove Characters | ||
2728 | bool processedtaints = false; | ||
2729 | |||
2730 | lock (_taintedActors) | ||
2731 | { | ||
2732 | if (_taintedActors.Count > 0) | ||
2733 | { | ||
2734 | foreach (OdeCharacter character in _taintedActors) | ||
2735 | { | ||
2736 | |||
2737 | character.ProcessTaints(timeStep); | ||
2738 | |||
2739 | processedtaints = true; | ||
2740 | //character.m_collisionscore = 0; | ||
2741 | } | ||
2742 | |||
2743 | if (processedtaints) | ||
2744 | _taintedActors.Clear(); | ||
2745 | } | ||
2746 | } | ||
2747 | |||
2748 | // Modify other objects in the scene. | ||
2749 | processedtaints = false; | ||
2750 | |||
2751 | lock (_taintedPrimLock) | ||
2752 | { | ||
2753 | foreach (OdePrim prim in _taintedPrimL) | ||
2754 | { | ||
2755 | if (prim.m_taintremove) | ||
2756 | { | ||
2757 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | ||
2758 | RemovePrimThreadLocked(prim); | ||
2759 | } | ||
2760 | else | ||
2761 | { | ||
2762 | //Console.WriteLine("Simulate calls ProcessTaints"); | ||
2763 | prim.ProcessTaints(timeStep); | ||
2764 | } | ||
2765 | processedtaints = true; | ||
2766 | prim.m_collisionscore = 0; | ||
2767 | |||
2768 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2769 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2770 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2771 | // timing the heartbeat out we will need to uncomment it | ||
2772 | //Watchdog.UpdateThread(); | ||
2773 | } | ||
2774 | |||
2775 | if (SupportsNINJAJoints) | ||
2776 | { | ||
2777 | // Create pending joints, if possible | ||
2778 | |||
2779 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | ||
2780 | // a joint requires specifying the body id of both involved bodies | ||
2781 | if (pendingJoints.Count > 0) | ||
2782 | { | ||
2783 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | ||
2784 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | ||
2785 | foreach (PhysicsJoint joint in pendingJoints) | ||
2786 | { | ||
2787 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2788 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2789 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2790 | bool allJointBodiesAreReady = true; | ||
2791 | foreach (string jointParam in jointParams) | ||
2792 | { | ||
2793 | if (jointParam == "NULL") | ||
2794 | { | ||
2795 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2796 | jointBodies.Add(IntPtr.Zero); | ||
2797 | } | ||
2798 | else | ||
2799 | { | ||
2800 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2801 | bool foundPrim = false; | ||
2802 | lock (_prims) | ||
2803 | { | ||
2804 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2805 | { | ||
2806 | if (prim.SOPName == jointParam) | ||
2807 | { | ||
2808 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2809 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2810 | { | ||
2811 | jointBodies.Add(prim.Body); | ||
2812 | foundPrim = true; | ||
2813 | break; | ||
2814 | } | ||
2815 | else | ||
2816 | { | ||
2817 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2818 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2819 | "IsPhysical property is " + prim.IsPhysical + | ||
2820 | " and body is " + prim.Body); | ||
2821 | foundPrim = false; | ||
2822 | break; | ||
2823 | } | ||
2824 | } | ||
2825 | } | ||
2826 | } | ||
2827 | if (foundPrim) | ||
2828 | { | ||
2829 | // all is fine | ||
2830 | } | ||
2831 | else | ||
2832 | { | ||
2833 | allJointBodiesAreReady = false; | ||
2834 | break; | ||
2835 | } | ||
2836 | } | ||
2837 | } | ||
2838 | if (allJointBodiesAreReady) | ||
2839 | { | ||
2840 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2841 | if (jointBodies[0] == jointBodies[1]) | ||
2842 | { | ||
2843 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2844 | } | ||
2845 | else | ||
2846 | { | ||
2847 | switch (joint.Type) | ||
2848 | { | ||
2849 | case PhysicsJointType.Ball: | ||
2850 | { | ||
2851 | IntPtr odeJoint; | ||
2852 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2853 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2854 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2855 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2856 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2857 | d.JointSetBallAnchor(odeJoint, | ||
2858 | joint.Position.X, | ||
2859 | joint.Position.Y, | ||
2860 | joint.Position.Z); | ||
2861 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
2862 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
2863 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
2864 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
2865 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
2866 | |||
2867 | if (joint is OdePhysicsJoint) | ||
2868 | { | ||
2869 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2870 | } | ||
2871 | else | ||
2872 | { | ||
2873 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2874 | } | ||
2875 | } | ||
2876 | break; | ||
2877 | case PhysicsJointType.Hinge: | ||
2878 | { | ||
2879 | IntPtr odeJoint; | ||
2880 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
2881 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
2882 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2883 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2884 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2885 | d.JointSetHingeAnchor(odeJoint, | ||
2886 | joint.Position.X, | ||
2887 | joint.Position.Y, | ||
2888 | joint.Position.Z); | ||
2889 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
2890 | // as the axis for the hinge. | ||
2891 | |||
2892 | // Therefore, we must get the joint's coordinate frame based on the | ||
2893 | // joint.Rotation field, which originates from the orientation of the | ||
2894 | // joint's proxy object in the scene. | ||
2895 | |||
2896 | // The joint's coordinate frame is defined as the transformation matrix | ||
2897 | // that converts a vector from joint-local coordinates into world coordinates. | ||
2898 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
2899 | // as shown in the top status-bar of the viewer. | ||
2900 | |||
2901 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
2902 | // and use that as the hinge axis. | ||
2903 | |||
2904 | //joint.Rotation.Normalize(); | ||
2905 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
2906 | |||
2907 | // Now extract the X axis of the joint's coordinate frame. | ||
2908 | |||
2909 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
2910 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
2911 | // (In other words, Matrix4.AtAxis() is borked.) | ||
2912 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
2913 | |||
2914 | // Instead, compute the X axis of the coordinate frame by transforming | ||
2915 | // the (1,0,0) vector. At least that works. | ||
2916 | |||
2917 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
2918 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
2919 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
2920 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
2921 | d.JointSetHingeAxis(odeJoint, | ||
2922 | jointAxis.X, | ||
2923 | jointAxis.Y, | ||
2924 | jointAxis.Z); | ||
2925 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
2926 | if (joint is OdePhysicsJoint) | ||
2927 | { | ||
2928 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2929 | } | ||
2930 | else | ||
2931 | { | ||
2932 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2933 | } | ||
2934 | } | ||
2935 | break; | ||
2936 | } | ||
2937 | successfullyProcessedPendingJoints.Add(joint); | ||
2938 | } | ||
2939 | } | ||
2940 | else | ||
2941 | { | ||
2942 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
2943 | } | ||
2944 | } | ||
2945 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
2946 | { | ||
2947 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
2948 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
2949 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
2950 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
2951 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
2952 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
2953 | } | ||
2954 | } | ||
2955 | } | ||
2956 | |||
2957 | if (processedtaints) | ||
2958 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | ||
2959 | _taintedPrimH.Clear(); | ||
2960 | _taintedPrimL.Clear(); | ||
2961 | } | ||
2962 | |||
2963 | // Move characters | ||
2964 | lock (_characters) | ||
2965 | { | ||
2966 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2967 | foreach (OdeCharacter actor in _characters) | ||
2968 | { | ||
2969 | if (actor != null) | ||
2970 | actor.Move(timeStep, defects); | ||
2971 | } | ||
2972 | if (0 != defects.Count) | ||
2973 | { | ||
2974 | foreach (OdeCharacter defect in defects) | ||
2975 | { | ||
2976 | RemoveCharacter(defect); | ||
2977 | } | ||
2978 | } | ||
2979 | } | ||
2980 | |||
2981 | // Move other active objects | ||
2982 | lock (_activeprims) | ||
2983 | { | ||
2984 | foreach (OdePrim prim in _activeprims) | ||
2985 | { | ||
2986 | prim.m_collisionscore = 0; | ||
2987 | prim.Move(timeStep); | ||
2988 | } | ||
2989 | } | ||
2990 | |||
2991 | //if ((framecount % m_randomizeWater) == 0) | ||
2992 | // randomizeWater(waterlevel); | ||
2993 | |||
2994 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | ||
2995 | m_rayCastManager.ProcessQueuedRequests(); | ||
2996 | |||
2997 | collision_optimized(timeStep); | ||
2998 | |||
2999 | lock (_collisionEventPrim) | ||
3000 | { | ||
3001 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
3002 | { | ||
3003 | if (obj == null) | ||
3004 | continue; | ||
3005 | |||
3006 | switch ((ActorTypes)obj.PhysicsActorType) | ||
3007 | { | ||
3008 | case ActorTypes.Agent: | ||
3009 | OdeCharacter cobj = (OdeCharacter)obj; | ||
3010 | cobj.AddCollisionFrameTime(100); | ||
3011 | cobj.SendCollisions(); | ||
3012 | break; | ||
3013 | case ActorTypes.Prim: | ||
3014 | OdePrim pobj = (OdePrim)obj; | ||
3015 | pobj.SendCollisions(); | ||
3016 | break; | ||
3017 | } | ||
3018 | } | ||
3019 | } | ||
3020 | |||
3021 | //if (m_global_contactcount > 5) | ||
3022 | //{ | ||
3023 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); | ||
3024 | //} | ||
3025 | |||
3026 | m_global_contactcount = 0; | ||
3027 | |||
3028 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
3029 | d.JointGroupEmpty(contactgroup); | ||
3030 | //ode.dunlock(world); | ||
3031 | } | ||
3032 | catch (Exception e) | ||
3033 | { | ||
3034 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
3035 | ode.dunlock(world); | ||
3036 | } | ||
3037 | |||
3038 | step_time -= ODE_STEPSIZE; | ||
3039 | i++; | ||
3040 | //} | ||
3041 | //else | ||
3042 | //{ | ||
3043 | //fps = 0; | ||
3044 | //} | ||
3045 | //} | ||
3046 | } | ||
3047 | |||
3048 | lock (_characters) | ||
3049 | { | ||
3050 | foreach (OdeCharacter actor in _characters) | ||
3051 | { | ||
3052 | if (actor != null) | ||
3053 | { | ||
3054 | if (actor.bad) | ||
3055 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
3056 | actor.UpdatePositionAndVelocity(); | ||
3057 | } | ||
3058 | } | ||
3059 | } | ||
3060 | |||
3061 | lock (_badCharacter) | ||
3062 | { | ||
3063 | if (_badCharacter.Count > 0) | ||
3064 | { | ||
3065 | foreach (OdeCharacter chr in _badCharacter) | ||
3066 | { | ||
3067 | RemoveCharacter(chr); | ||
3068 | } | ||
3069 | _badCharacter.Clear(); | ||
3070 | } | ||
3071 | } | ||
3072 | |||
3073 | lock (_activeprims) | ||
3074 | { | ||
3075 | //if (timeStep < 0.2f) | ||
3076 | { | ||
3077 | foreach (OdePrim actor in _activeprims) | ||
3078 | { | ||
3079 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) | ||
3080 | { | ||
3081 | actor.UpdatePositionAndVelocity(); | ||
3082 | |||
3083 | if (SupportsNINJAJoints) | ||
3084 | { | ||
3085 | // If an actor moved, move its joint proxy objects as well. | ||
3086 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3087 | // for this purpose but it is never called! So we just do the joint | ||
3088 | // movement code here. | ||
3089 | |||
3090 | if (actor.SOPName != null && | ||
3091 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3092 | joints_connecting_actor[actor.SOPName] != null && | ||
3093 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3094 | { | ||
3095 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3096 | { | ||
3097 | if (affectedJoint.IsInPhysicsEngine) | ||
3098 | { | ||
3099 | DoJointMoved(affectedJoint); | ||
3100 | } | ||
3101 | else | ||
3102 | { | ||
3103 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3104 | } | ||
3105 | } | ||
3106 | } | ||
3107 | } | ||
3108 | } | ||
3109 | } | ||
3110 | } | ||
3111 | } | ||
3112 | |||
3113 | //DumpJointInfo(); | ||
3114 | |||
3115 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
3116 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
3117 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
3118 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | ||
3119 | { | ||
3120 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
3121 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
3122 | |||
3123 | if (physics_logging_append_existing_logfile) | ||
3124 | { | ||
3125 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
3126 | TextWriter fwriter = File.AppendText(fname); | ||
3127 | fwriter.WriteLine(header); | ||
3128 | fwriter.Close(); | ||
3129 | } | ||
3130 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
3131 | } | ||
3132 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | ||
3133 | |||
3134 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | ||
3135 | // has a max of 100 ms to run theoretically. | ||
3136 | // If the main loop stalls, it calls Simulate later which makes the tick count ms larger. | ||
3137 | // If Physics stalls, it takes longer which makes the tick count ms larger. | ||
3138 | |||
3139 | if (latertickcount < 100) | ||
3140 | m_timeDilation = 1.0f; | ||
3141 | else | ||
3142 | { | ||
3143 | m_timeDilation = 100f / latertickcount; | ||
3144 | //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f); | ||
3145 | } | ||
3146 | |||
3147 | tickCountFrameRun = Util.EnvironmentTickCount(); | ||
3148 | } | ||
3149 | |||
3150 | return fps; | ||
3151 | } | ||
3152 | |||
3153 | public override void GetResults() | ||
3154 | { | ||
3155 | } | ||
3156 | |||
3157 | public override bool IsThreaded | ||
3158 | { | ||
3159 | // for now we won't be multithreaded | ||
3160 | get { return (false); } | ||
3161 | } | ||
3162 | |||
3163 | #region ODE Specific Terrain Fixes | ||
3164 | public float[] ResizeTerrain512NearestNeighbour(float[] heightMap) | ||
3165 | { | ||
3166 | float[] returnarr = new float[262144]; | ||
3167 | float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; | ||
3168 | |||
3169 | // Filling out the array into its multi-dimensional components | ||
3170 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3171 | { | ||
3172 | for (int x = 0; x < WorldExtents.X; x++) | ||
3173 | { | ||
3174 | resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; | ||
3175 | } | ||
3176 | } | ||
3177 | |||
3178 | // Resize using Nearest Neighbour | ||
3179 | |||
3180 | // This particular way is quick but it only works on a multiple of the original | ||
3181 | |||
3182 | // The idea behind this method can be described with the following diagrams | ||
3183 | // second pass and third pass happen in the same loop really.. just separated | ||
3184 | // them to show what this does. | ||
3185 | |||
3186 | // First Pass | ||
3187 | // ResultArr: | ||
3188 | // 1,1,1,1,1,1 | ||
3189 | // 1,1,1,1,1,1 | ||
3190 | // 1,1,1,1,1,1 | ||
3191 | // 1,1,1,1,1,1 | ||
3192 | // 1,1,1,1,1,1 | ||
3193 | // 1,1,1,1,1,1 | ||
3194 | |||
3195 | // Second Pass | ||
3196 | // ResultArr2: | ||
3197 | // 1,,1,,1,,1,,1,,1, | ||
3198 | // ,,,,,,,,,, | ||
3199 | // 1,,1,,1,,1,,1,,1, | ||
3200 | // ,,,,,,,,,, | ||
3201 | // 1,,1,,1,,1,,1,,1, | ||
3202 | // ,,,,,,,,,, | ||
3203 | // 1,,1,,1,,1,,1,,1, | ||
3204 | // ,,,,,,,,,, | ||
3205 | // 1,,1,,1,,1,,1,,1, | ||
3206 | // ,,,,,,,,,, | ||
3207 | // 1,,1,,1,,1,,1,,1, | ||
3208 | |||
3209 | // Third pass fills in the blanks | ||
3210 | // ResultArr2: | ||
3211 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3212 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3213 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3214 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3215 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3216 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3217 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3218 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3219 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3220 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3221 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3222 | |||
3223 | // X,Y = . | ||
3224 | // X+1,y = ^ | ||
3225 | // X,Y+1 = * | ||
3226 | // X+1,Y+1 = # | ||
3227 | |||
3228 | // Filling in like this; | ||
3229 | // .* | ||
3230 | // ^# | ||
3231 | // 1st . | ||
3232 | // 2nd * | ||
3233 | // 3rd ^ | ||
3234 | // 4th # | ||
3235 | // on single loop. | ||
3236 | |||
3237 | float[,] resultarr2 = new float[512, 512]; | ||
3238 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3239 | { | ||
3240 | for (int x = 0; x < WorldExtents.X; x++) | ||
3241 | { | ||
3242 | resultarr2[y * 2, x * 2] = resultarr[y, x]; | ||
3243 | |||
3244 | if (y < WorldExtents.Y) | ||
3245 | { | ||
3246 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | ||
3247 | } | ||
3248 | if (x < WorldExtents.X) | ||
3249 | { | ||
3250 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | ||
3251 | } | ||
3252 | if (x < WorldExtents.X && y < WorldExtents.Y) | ||
3253 | { | ||
3254 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | ||
3255 | } | ||
3256 | } | ||
3257 | } | ||
3258 | |||
3259 | //Flatten out the array | ||
3260 | int i = 0; | ||
3261 | for (int y = 0; y < 512; y++) | ||
3262 | { | ||
3263 | for (int x = 0; x < 512; x++) | ||
3264 | { | ||
3265 | if (resultarr2[y, x] <= 0) | ||
3266 | returnarr[i] = 0.0000001f; | ||
3267 | else | ||
3268 | returnarr[i] = resultarr2[y, x]; | ||
3269 | |||
3270 | i++; | ||
3271 | } | ||
3272 | } | ||
3273 | |||
3274 | return returnarr; | ||
3275 | } | ||
3276 | |||
3277 | public float[] ResizeTerrain512Interpolation(float[] heightMap) | ||
3278 | { | ||
3279 | float[] returnarr = new float[262144]; | ||
3280 | float[,] resultarr = new float[512,512]; | ||
3281 | |||
3282 | // Filling out the array into its multi-dimensional components | ||
3283 | for (int y = 0; y < 256; y++) | ||
3284 | { | ||
3285 | for (int x = 0; x < 256; x++) | ||
3286 | { | ||
3287 | resultarr[y, x] = heightMap[y * 256 + x]; | ||
3288 | } | ||
3289 | } | ||
3290 | |||
3291 | // Resize using interpolation | ||
3292 | |||
3293 | // This particular way is quick but it only works on a multiple of the original | ||
3294 | |||
3295 | // The idea behind this method can be described with the following diagrams | ||
3296 | // second pass and third pass happen in the same loop really.. just separated | ||
3297 | // them to show what this does. | ||
3298 | |||
3299 | // First Pass | ||
3300 | // ResultArr: | ||
3301 | // 1,1,1,1,1,1 | ||
3302 | // 1,1,1,1,1,1 | ||
3303 | // 1,1,1,1,1,1 | ||
3304 | // 1,1,1,1,1,1 | ||
3305 | // 1,1,1,1,1,1 | ||
3306 | // 1,1,1,1,1,1 | ||
3307 | |||
3308 | // Second Pass | ||
3309 | // ResultArr2: | ||
3310 | // 1,,1,,1,,1,,1,,1, | ||
3311 | // ,,,,,,,,,, | ||
3312 | // 1,,1,,1,,1,,1,,1, | ||
3313 | // ,,,,,,,,,, | ||
3314 | // 1,,1,,1,,1,,1,,1, | ||
3315 | // ,,,,,,,,,, | ||
3316 | // 1,,1,,1,,1,,1,,1, | ||
3317 | // ,,,,,,,,,, | ||
3318 | // 1,,1,,1,,1,,1,,1, | ||
3319 | // ,,,,,,,,,, | ||
3320 | // 1,,1,,1,,1,,1,,1, | ||
3321 | |||
3322 | // Third pass fills in the blanks | ||
3323 | // ResultArr2: | ||
3324 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3325 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3326 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3327 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3328 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3329 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3330 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3331 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3332 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3333 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3334 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3335 | |||
3336 | // X,Y = . | ||
3337 | // X+1,y = ^ | ||
3338 | // X,Y+1 = * | ||
3339 | // X+1,Y+1 = # | ||
3340 | |||
3341 | // Filling in like this; | ||
3342 | // .* | ||
3343 | // ^# | ||
3344 | // 1st . | ||
3345 | // 2nd * | ||
3346 | // 3rd ^ | ||
3347 | // 4th # | ||
3348 | // on single loop. | ||
3349 | |||
3350 | float[,] resultarr2 = new float[512,512]; | ||
3351 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
3352 | { | ||
3353 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
3354 | { | ||
3355 | resultarr2[y*2, x*2] = resultarr[y, x]; | ||
3356 | |||
3357 | if (y < (int)Constants.RegionSize) | ||
3358 | { | ||
3359 | if (y + 1 < (int)Constants.RegionSize) | ||
3360 | { | ||
3361 | if (x + 1 < (int)Constants.RegionSize) | ||
3362 | { | ||
3363 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3364 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3365 | } | ||
3366 | else | ||
3367 | { | ||
3368 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); | ||
3369 | } | ||
3370 | } | ||
3371 | else | ||
3372 | { | ||
3373 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; | ||
3374 | } | ||
3375 | } | ||
3376 | if (x < (int)Constants.RegionSize) | ||
3377 | { | ||
3378 | if (x + 1 < (int)Constants.RegionSize) | ||
3379 | { | ||
3380 | if (y + 1 < (int)Constants.RegionSize) | ||
3381 | { | ||
3382 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3383 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3384 | } | ||
3385 | else | ||
3386 | { | ||
3387 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); | ||
3388 | } | ||
3389 | } | ||
3390 | else | ||
3391 | { | ||
3392 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; | ||
3393 | } | ||
3394 | } | ||
3395 | if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) | ||
3396 | { | ||
3397 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
3398 | { | ||
3399 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3400 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3401 | } | ||
3402 | else | ||
3403 | { | ||
3404 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; | ||
3405 | } | ||
3406 | } | ||
3407 | } | ||
3408 | } | ||
3409 | //Flatten out the array | ||
3410 | int i = 0; | ||
3411 | for (int y = 0; y < 512; y++) | ||
3412 | { | ||
3413 | for (int x = 0; x < 512; x++) | ||
3414 | { | ||
3415 | if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) | ||
3416 | { | ||
3417 | m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0"); | ||
3418 | resultarr2[y, x] = 0; | ||
3419 | } | ||
3420 | returnarr[i] = resultarr2[y, x]; | ||
3421 | i++; | ||
3422 | } | ||
3423 | } | ||
3424 | |||
3425 | return returnarr; | ||
3426 | } | ||
3427 | |||
3428 | #endregion | ||
3429 | |||
3430 | public override void SetTerrain(float[] heightMap) | ||
3431 | { | ||
3432 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
3433 | { | ||
3434 | if (m_parentScene is OdeScene) | ||
3435 | { | ||
3436 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
3437 | } | ||
3438 | } | ||
3439 | else | ||
3440 | { | ||
3441 | SetTerrain(heightMap, m_worldOffset); | ||
3442 | } | ||
3443 | } | ||
3444 | |||
3445 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
3446 | { | ||
3447 | // this._heightmap[i] = (double)heightMap[i]; | ||
3448 | // dbm (danx0r) -- creating a buffer zone of one extra sample all around | ||
3449 | //_origheightmap = heightMap; | ||
3450 | |||
3451 | float[] _heightmap; | ||
3452 | |||
3453 | // zero out a heightmap array float array (single dimension [flattened])) | ||
3454 | //if ((int)Constants.RegionSize == 256) | ||
3455 | // _heightmap = new float[514 * 514]; | ||
3456 | //else | ||
3457 | |||
3458 | _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))]; | ||
3459 | |||
3460 | uint heightmapWidth = Constants.RegionSize + 1; | ||
3461 | uint heightmapHeight = Constants.RegionSize + 1; | ||
3462 | |||
3463 | uint heightmapWidthSamples; | ||
3464 | |||
3465 | uint heightmapHeightSamples; | ||
3466 | |||
3467 | //if (((int)Constants.RegionSize) == 256) | ||
3468 | //{ | ||
3469 | // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3470 | // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3471 | // heightmapWidth++; | ||
3472 | // heightmapHeight++; | ||
3473 | //} | ||
3474 | //else | ||
3475 | //{ | ||
3476 | |||
3477 | heightmapWidthSamples = (uint)Constants.RegionSize + 1; | ||
3478 | heightmapHeightSamples = (uint)Constants.RegionSize + 1; | ||
3479 | //} | ||
3480 | |||
3481 | const float scale = 1.0f; | ||
3482 | const float offset = 0.0f; | ||
3483 | const float thickness = 0.2f; | ||
3484 | const int wrap = 0; | ||
3485 | |||
3486 | int regionsize = (int) Constants.RegionSize + 2; | ||
3487 | //Double resolution | ||
3488 | //if (((int)Constants.RegionSize) == 256) | ||
3489 | // heightMap = ResizeTerrain512Interpolation(heightMap); | ||
3490 | |||
3491 | |||
3492 | // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256) | ||
3493 | // regionsize = 512; | ||
3494 | |||
3495 | float hfmin = 2000; | ||
3496 | float hfmax = -2000; | ||
3497 | |||
3498 | for (int x = 0; x < heightmapWidthSamples; x++) | ||
3499 | { | ||
3500 | for (int y = 0; y < heightmapHeightSamples; y++) | ||
3501 | { | ||
3502 | int xx = Util.Clip(x - 1, 0, regionsize - 1); | ||
3503 | int yy = Util.Clip(y - 1, 0, regionsize - 1); | ||
3504 | |||
3505 | |||
3506 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | ||
3507 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | ||
3508 | |||
3509 | hfmin = (val < hfmin) ? val : hfmin; | ||
3510 | hfmax = (val > hfmax) ? val : hfmax; | ||
3511 | } | ||
3512 | } | ||
3513 | |||
3514 | |||
3515 | |||
3516 | |||
3517 | lock (OdeLock) | ||
3518 | { | ||
3519 | IntPtr GroundGeom = IntPtr.Zero; | ||
3520 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
3521 | { | ||
3522 | RegionTerrain.Remove(pOffset); | ||
3523 | if (GroundGeom != IntPtr.Zero) | ||
3524 | { | ||
3525 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
3526 | { | ||
3527 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
3528 | } | ||
3529 | d.SpaceRemove(space, GroundGeom); | ||
3530 | d.GeomDestroy(GroundGeom); | ||
3531 | } | ||
3532 | |||
3533 | } | ||
3534 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3535 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1, | ||
3536 | (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale, | ||
3537 | offset, thickness, wrap); | ||
3538 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
3539 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3540 | if (GroundGeom != IntPtr.Zero) | ||
3541 | { | ||
3542 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
3543 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
3544 | |||
3545 | } | ||
3546 | geom_name_map[GroundGeom] = "Terrain"; | ||
3547 | |||
3548 | d.Matrix3 R = new d.Matrix3(); | ||
3549 | |||
3550 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3551 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3552 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3553 | |||
3554 | q1 = q1 * q2; | ||
3555 | //q1 = q1 * q3; | ||
3556 | Vector3 v3; | ||
3557 | float angle; | ||
3558 | q1.GetAxisAngle(out v3, out angle); | ||
3559 | |||
3560 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3561 | d.GeomSetRotation(GroundGeom, ref R); | ||
3562 | d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0); | ||
3563 | IntPtr testGround = IntPtr.Zero; | ||
3564 | if (RegionTerrain.TryGetValue(pOffset, out testGround)) | ||
3565 | { | ||
3566 | RegionTerrain.Remove(pOffset); | ||
3567 | } | ||
3568 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
3569 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); | ||
3570 | |||
3571 | } | ||
3572 | } | ||
3573 | |||
3574 | public override void DeleteTerrain() | ||
3575 | { | ||
3576 | } | ||
3577 | |||
3578 | public float GetWaterLevel() | ||
3579 | { | ||
3580 | return waterlevel; | ||
3581 | } | ||
3582 | |||
3583 | public override bool SupportsCombining() | ||
3584 | { | ||
3585 | return true; | ||
3586 | } | ||
3587 | |||
3588 | public override void UnCombine(PhysicsScene pScene) | ||
3589 | { | ||
3590 | IntPtr localGround = IntPtr.Zero; | ||
3591 | // float[] localHeightfield; | ||
3592 | bool proceed = false; | ||
3593 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
3594 | |||
3595 | lock (OdeLock) | ||
3596 | { | ||
3597 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
3598 | { | ||
3599 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
3600 | { | ||
3601 | if (geom == localGround) | ||
3602 | { | ||
3603 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
3604 | proceed = true; | ||
3605 | } | ||
3606 | else | ||
3607 | { | ||
3608 | geomDestroyList.Add(geom); | ||
3609 | } | ||
3610 | } | ||
3611 | |||
3612 | if (proceed) | ||
3613 | { | ||
3614 | m_worldOffset = Vector3.Zero; | ||
3615 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
3616 | m_parentScene = null; | ||
3617 | |||
3618 | foreach (IntPtr g in geomDestroyList) | ||
3619 | { | ||
3620 | // removingHeightField needs to be done or the garbage collector will | ||
3621 | // collect the terrain data before we tell ODE to destroy it causing | ||
3622 | // memory corruption | ||
3623 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
3624 | { | ||
3625 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
3626 | TerrainHeightFieldHeights.Remove(g); | ||
3627 | |||
3628 | if (RegionTerrain.ContainsKey(g)) | ||
3629 | { | ||
3630 | RegionTerrain.Remove(g); | ||
3631 | } | ||
3632 | |||
3633 | d.GeomDestroy(g); | ||
3634 | //removingHeightField = new float[0]; | ||
3635 | } | ||
3636 | } | ||
3637 | |||
3638 | } | ||
3639 | else | ||
3640 | { | ||
3641 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
3642 | |||
3643 | } | ||
3644 | } | ||
3645 | } | ||
3646 | } | ||
3647 | |||
3648 | public override void SetWaterLevel(float baseheight) | ||
3649 | { | ||
3650 | waterlevel = baseheight; | ||
3651 | randomizeWater(waterlevel); | ||
3652 | } | ||
3653 | |||
3654 | public void randomizeWater(float baseheight) | ||
3655 | { | ||
3656 | const uint heightmapWidth = m_regionWidth + 2; | ||
3657 | const uint heightmapHeight = m_regionHeight + 2; | ||
3658 | const uint heightmapWidthSamples = m_regionWidth + 2; | ||
3659 | const uint heightmapHeightSamples = m_regionHeight + 2; | ||
3660 | const float scale = 1.0f; | ||
3661 | const float offset = 0.0f; | ||
3662 | const float thickness = 2.9f; | ||
3663 | const int wrap = 0; | ||
3664 | |||
3665 | for (int i = 0; i < (258 * 258); i++) | ||
3666 | { | ||
3667 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
3668 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
3669 | } | ||
3670 | |||
3671 | lock (OdeLock) | ||
3672 | { | ||
3673 | if (WaterGeom != IntPtr.Zero) | ||
3674 | { | ||
3675 | d.SpaceRemove(space, WaterGeom); | ||
3676 | } | ||
3677 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3678 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
3679 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
3680 | offset, thickness, wrap); | ||
3681 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
3682 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3683 | if (WaterGeom != IntPtr.Zero) | ||
3684 | { | ||
3685 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
3686 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
3687 | |||
3688 | } | ||
3689 | geom_name_map[WaterGeom] = "Water"; | ||
3690 | |||
3691 | d.Matrix3 R = new d.Matrix3(); | ||
3692 | |||
3693 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3694 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3695 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3696 | |||
3697 | q1 = q1 * q2; | ||
3698 | //q1 = q1 * q3; | ||
3699 | Vector3 v3; | ||
3700 | float angle; | ||
3701 | q1.GetAxisAngle(out v3, out angle); | ||
3702 | |||
3703 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3704 | d.GeomSetRotation(WaterGeom, ref R); | ||
3705 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
3706 | |||
3707 | } | ||
3708 | |||
3709 | } | ||
3710 | |||
3711 | public override void Dispose() | ||
3712 | { | ||
3713 | m_rayCastManager.Dispose(); | ||
3714 | m_rayCastManager = null; | ||
3715 | |||
3716 | lock (OdeLock) | ||
3717 | { | ||
3718 | lock (_prims) | ||
3719 | { | ||
3720 | foreach (OdePrim prm in _prims) | ||
3721 | { | ||
3722 | RemovePrim(prm); | ||
3723 | } | ||
3724 | } | ||
3725 | |||
3726 | //foreach (OdeCharacter act in _characters) | ||
3727 | //{ | ||
3728 | //RemoveAvatar(act); | ||
3729 | //} | ||
3730 | d.WorldDestroy(world); | ||
3731 | //d.CloseODE(); | ||
3732 | } | ||
3733 | } | ||
3734 | public override Dictionary<uint, float> GetTopColliders() | ||
3735 | { | ||
3736 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
3737 | int cnt = 0; | ||
3738 | lock (_prims) | ||
3739 | { | ||
3740 | foreach (OdePrim prm in _prims) | ||
3741 | { | ||
3742 | if (prm.CollisionScore > 0) | ||
3743 | { | ||
3744 | returncolliders.Add(prm.m_localID, prm.CollisionScore); | ||
3745 | cnt++; | ||
3746 | prm.CollisionScore = 0f; | ||
3747 | if (cnt > 25) | ||
3748 | { | ||
3749 | break; | ||
3750 | } | ||
3751 | } | ||
3752 | } | ||
3753 | } | ||
3754 | return returncolliders; | ||
3755 | } | ||
3756 | |||
3757 | public override bool SupportsRayCast() | ||
3758 | { | ||
3759 | return true; | ||
3760 | } | ||
3761 | |||
3762 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
3763 | { | ||
3764 | if (retMethod != null) | ||
3765 | { | ||
3766 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
3767 | } | ||
3768 | } | ||
3769 | |||
3770 | #if USE_DRAWSTUFF | ||
3771 | // Keyboard callback | ||
3772 | public void command(int cmd) | ||
3773 | { | ||
3774 | IntPtr geom; | ||
3775 | d.Mass mass; | ||
3776 | d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f); | ||
3777 | |||
3778 | |||
3779 | |||
3780 | Char ch = Char.ToLower((Char)cmd); | ||
3781 | switch ((Char)ch) | ||
3782 | { | ||
3783 | case 'w': | ||
3784 | try | ||
3785 | { | ||
3786 | Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3787 | |||
3788 | xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z; | ||
3789 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3790 | } | ||
3791 | catch (ArgumentException) | ||
3792 | { hpr.X = 0; } | ||
3793 | break; | ||
3794 | |||
3795 | case 'a': | ||
3796 | hpr.X++; | ||
3797 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3798 | break; | ||
3799 | |||
3800 | case 's': | ||
3801 | try | ||
3802 | { | ||
3803 | Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3804 | |||
3805 | xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z; | ||
3806 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3807 | } | ||
3808 | catch (ArgumentException) | ||
3809 | { hpr.X = 0; } | ||
3810 | break; | ||
3811 | case 'd': | ||
3812 | hpr.X--; | ||
3813 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3814 | break; | ||
3815 | case 'r': | ||
3816 | xyz.Z++; | ||
3817 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3818 | break; | ||
3819 | case 'f': | ||
3820 | xyz.Z--; | ||
3821 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3822 | break; | ||
3823 | case 'e': | ||
3824 | xyz.Y++; | ||
3825 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3826 | break; | ||
3827 | case 'q': | ||
3828 | xyz.Y--; | ||
3829 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3830 | break; | ||
3831 | } | ||
3832 | } | ||
3833 | |||
3834 | public void step(int pause) | ||
3835 | { | ||
3836 | |||
3837 | ds.SetColor(1.0f, 1.0f, 0.0f); | ||
3838 | ds.SetTexture(ds.Texture.Wood); | ||
3839 | lock (_prims) | ||
3840 | { | ||
3841 | foreach (OdePrim prm in _prims) | ||
3842 | { | ||
3843 | //IntPtr body = d.GeomGetBody(prm.prim_geom); | ||
3844 | if (prm.prim_geom != IntPtr.Zero) | ||
3845 | { | ||
3846 | d.Vector3 pos; | ||
3847 | d.GeomCopyPosition(prm.prim_geom, out pos); | ||
3848 | //d.BodyCopyPosition(body, out pos); | ||
3849 | |||
3850 | d.Matrix3 R; | ||
3851 | d.GeomCopyRotation(prm.prim_geom, out R); | ||
3852 | //d.BodyCopyRotation(body, out R); | ||
3853 | |||
3854 | |||
3855 | d.Vector3 sides = new d.Vector3(); | ||
3856 | sides.X = prm.Size.X; | ||
3857 | sides.Y = prm.Size.Y; | ||
3858 | sides.Z = prm.Size.Z; | ||
3859 | |||
3860 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3861 | } | ||
3862 | } | ||
3863 | } | ||
3864 | ds.SetColor(1.0f, 0.0f, 0.0f); | ||
3865 | lock (_characters) | ||
3866 | { | ||
3867 | foreach (OdeCharacter chr in _characters) | ||
3868 | { | ||
3869 | if (chr.Shell != IntPtr.Zero) | ||
3870 | { | ||
3871 | IntPtr body = d.GeomGetBody(chr.Shell); | ||
3872 | |||
3873 | d.Vector3 pos; | ||
3874 | d.GeomCopyPosition(chr.Shell, out pos); | ||
3875 | //d.BodyCopyPosition(body, out pos); | ||
3876 | |||
3877 | d.Matrix3 R; | ||
3878 | d.GeomCopyRotation(chr.Shell, out R); | ||
3879 | //d.BodyCopyRotation(body, out R); | ||
3880 | |||
3881 | ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f); | ||
3882 | d.Vector3 sides = new d.Vector3(); | ||
3883 | sides.X = 0.5f; | ||
3884 | sides.Y = 0.5f; | ||
3885 | sides.Z = 0.5f; | ||
3886 | |||
3887 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3888 | } | ||
3889 | } | ||
3890 | } | ||
3891 | } | ||
3892 | |||
3893 | public void start(int unused) | ||
3894 | { | ||
3895 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3896 | } | ||
3897 | #endif | ||
3898 | } | ||
3899 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs new file mode 100644 index 0000000..99392cc --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -0,0 +1,3865 @@ | |||
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 OpenSimulator 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 | //#define USE_DRAWSTUFF | ||
29 | //#define SPAM | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using System.Runtime.InteropServices; | ||
35 | using System.Threading; | ||
36 | using System.IO; | ||
37 | using System.Diagnostics; | ||
38 | using log4net; | ||
39 | using Nini.Config; | ||
40 | using Ode.NET; | ||
41 | #if USE_DRAWSTUFF | ||
42 | using Drawstuff.NET; | ||
43 | #endif | ||
44 | using OpenSim.Framework; | ||
45 | using OpenSim.Region.Physics.Manager; | ||
46 | using OpenMetaverse; | ||
47 | |||
48 | namespace OpenSim.Region.Physics.OdePlugin | ||
49 | { | ||
50 | public enum StatusIndicators : int | ||
51 | { | ||
52 | Generic = 0, | ||
53 | Start = 1, | ||
54 | End = 2 | ||
55 | } | ||
56 | |||
57 | public struct sCollisionData | ||
58 | { | ||
59 | public uint ColliderLocalId; | ||
60 | public uint CollidedWithLocalId; | ||
61 | public int NumberOfCollisions; | ||
62 | public int CollisionType; | ||
63 | public int StatusIndicator; | ||
64 | public int lastframe; | ||
65 | } | ||
66 | |||
67 | [Flags] | ||
68 | public enum CollisionCategories : int | ||
69 | { | ||
70 | Disabled = 0, | ||
71 | Geom = 0x00000001, | ||
72 | Body = 0x00000002, | ||
73 | Space = 0x00000004, | ||
74 | Character = 0x00000008, | ||
75 | Land = 0x00000010, | ||
76 | Water = 0x00000020, | ||
77 | Wind = 0x00000040, | ||
78 | Sensor = 0x00000080, | ||
79 | Selected = 0x00000100 | ||
80 | } | ||
81 | |||
82 | /// <summary> | ||
83 | /// Material type for a primitive | ||
84 | /// </summary> | ||
85 | public enum Material : int | ||
86 | { | ||
87 | /// <summary></summary> | ||
88 | Stone = 0, | ||
89 | /// <summary></summary> | ||
90 | Metal = 1, | ||
91 | /// <summary></summary> | ||
92 | Glass = 2, | ||
93 | /// <summary></summary> | ||
94 | Wood = 3, | ||
95 | /// <summary></summary> | ||
96 | Flesh = 4, | ||
97 | /// <summary></summary> | ||
98 | Plastic = 5, | ||
99 | /// <summary></summary> | ||
100 | Rubber = 6 | ||
101 | } | ||
102 | |||
103 | public sealed class OdeScene : PhysicsScene | ||
104 | { | ||
105 | private readonly ILog m_log; | ||
106 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
107 | |||
108 | CollisionLocker ode; | ||
109 | |||
110 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
111 | |||
112 | private const uint m_regionWidth = Constants.RegionSize; | ||
113 | private const uint m_regionHeight = Constants.RegionSize; | ||
114 | |||
115 | private float ODE_STEPSIZE = 0.020f; | ||
116 | private float metersInSpace = 29.9f; | ||
117 | private float m_timeDilation = 1.0f; | ||
118 | |||
119 | public float gravityx = 0f; | ||
120 | public float gravityy = 0f; | ||
121 | public float gravityz = -9.8f; | ||
122 | |||
123 | private float contactsurfacelayer = 0.001f; | ||
124 | |||
125 | private int worldHashspaceLow = -4; | ||
126 | private int worldHashspaceHigh = 128; | ||
127 | |||
128 | private int smallHashspaceLow = -4; | ||
129 | private int smallHashspaceHigh = 66; | ||
130 | |||
131 | private float waterlevel = 0f; | ||
132 | private int framecount = 0; | ||
133 | //private int m_returncollisions = 10; | ||
134 | |||
135 | private readonly IntPtr contactgroup; | ||
136 | |||
137 | internal IntPtr LandGeom; | ||
138 | internal IntPtr WaterGeom; | ||
139 | |||
140 | private float nmTerrainContactFriction = 255.0f; | ||
141 | private float nmTerrainContactBounce = 0.1f; | ||
142 | private float nmTerrainContactERP = 0.1025f; | ||
143 | |||
144 | private float mTerrainContactFriction = 75f; | ||
145 | private float mTerrainContactBounce = 0.1f; | ||
146 | private float mTerrainContactERP = 0.05025f; | ||
147 | |||
148 | private float nmAvatarObjectContactFriction = 250f; | ||
149 | private float nmAvatarObjectContactBounce = 0.1f; | ||
150 | |||
151 | private float mAvatarObjectContactFriction = 75f; | ||
152 | private float mAvatarObjectContactBounce = 0.1f; | ||
153 | |||
154 | private float avPIDD = 3200f; | ||
155 | private float avPIDP = 1400f; | ||
156 | private float avCapRadius = 0.37f; | ||
157 | private float avStandupTensor = 2000000f; | ||
158 | private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode | ||
159 | public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } } | ||
160 | private float avDensity = 80f; | ||
161 | private float avHeightFudgeFactor = 0.52f; | ||
162 | private float avMovementDivisorWalk = 1.3f; | ||
163 | private float avMovementDivisorRun = 0.8f; | ||
164 | private float minimumGroundFlightOffset = 3f; | ||
165 | public float maximumMassObject = 10000.01f; | ||
166 | |||
167 | public bool meshSculptedPrim = true; | ||
168 | public bool forceSimplePrimMeshing = false; | ||
169 | |||
170 | public float meshSculptLOD = 32; | ||
171 | public float MeshSculptphysicalLOD = 16; | ||
172 | |||
173 | public float geomDefaultDensity = 10.000006836f; | ||
174 | |||
175 | public int geomContactPointsStartthrottle = 3; | ||
176 | public int geomUpdatesPerThrottledUpdate = 15; | ||
177 | |||
178 | public float bodyPIDD = 35f; | ||
179 | public float bodyPIDG = 25; | ||
180 | |||
181 | public int geomCrossingFailuresBeforeOutofbounds = 5; | ||
182 | |||
183 | public float bodyMotorJointMaxforceTensor = 2; | ||
184 | |||
185 | public int bodyFramesAutoDisable = 20; | ||
186 | |||
187 | private float[] _watermap; | ||
188 | private bool m_filterCollisions = true; | ||
189 | |||
190 | private d.NearCallback nearCallback; | ||
191 | public d.TriCallback triCallback; | ||
192 | public d.TriArrayCallback triArrayCallback; | ||
193 | private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
194 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
195 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
196 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); | ||
197 | private readonly Object _taintedPrimLock = new Object(); | ||
198 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | ||
199 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | ||
200 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | ||
201 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
202 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
203 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
204 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
205 | private bool m_NINJA_physics_joints_enabled = false; | ||
206 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); | ||
207 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); | ||
208 | private d.ContactGeom[] contacts; | ||
209 | private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active | ||
210 | private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
211 | private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
212 | private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active | ||
213 | private Object externalJointRequestsLock = new Object(); | ||
214 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>(); | ||
215 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>(); | ||
216 | private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>(); | ||
217 | private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
218 | |||
219 | private d.Contact contact; | ||
220 | private d.Contact TerrainContact; | ||
221 | private d.Contact AvatarMovementprimContact; | ||
222 | private d.Contact AvatarMovementTerrainContact; | ||
223 | private d.Contact WaterContact; | ||
224 | private d.Contact[,] m_materialContacts; | ||
225 | |||
226 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
227 | //Ckrinke private int m_randomizeWater = 200; | ||
228 | private int m_physicsiterations = 10; | ||
229 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
230 | private readonly PhysicsActor PANull = new NullPhysicsActor(); | ||
231 | private float step_time = 0.0f; | ||
232 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
233 | //Ckrinke private int ms = 0; | ||
234 | public IntPtr world; | ||
235 | //private bool returncollisions = false; | ||
236 | // private uint obj1LocalID = 0; | ||
237 | private uint obj2LocalID = 0; | ||
238 | //private int ctype = 0; | ||
239 | private OdeCharacter cc1; | ||
240 | private OdePrim cp1; | ||
241 | private OdeCharacter cc2; | ||
242 | private OdePrim cp2; | ||
243 | private int tickCountFrameRun; | ||
244 | |||
245 | private int latertickcount=0; | ||
246 | //private int cStartStop = 0; | ||
247 | //private string cDictKey = ""; | ||
248 | |||
249 | public IntPtr space; | ||
250 | |||
251 | //private IntPtr tmpSpace; | ||
252 | // split static geometry collision handling into spaces of 30 meters | ||
253 | public IntPtr[,] staticPrimspace; | ||
254 | |||
255 | public Object OdeLock; | ||
256 | |||
257 | public IMesher mesher; | ||
258 | |||
259 | private IConfigSource m_config; | ||
260 | |||
261 | public bool physics_logging = false; | ||
262 | public int physics_logging_interval = 0; | ||
263 | public bool physics_logging_append_existing_logfile = false; | ||
264 | |||
265 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); | ||
266 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); | ||
267 | |||
268 | // TODO: unused: private uint heightmapWidth = m_regionWidth + 1; | ||
269 | // TODO: unused: private uint heightmapHeight = m_regionHeight + 1; | ||
270 | // TODO: unused: private uint heightmapWidthSamples; | ||
271 | // TODO: unused: private uint heightmapHeightSamples; | ||
272 | |||
273 | private volatile int m_global_contactcount = 0; | ||
274 | |||
275 | private Vector3 m_worldOffset = Vector3.Zero; | ||
276 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
277 | private PhysicsScene m_parentScene = null; | ||
278 | |||
279 | private ODERayCastRequestManager m_rayCastManager; | ||
280 | |||
281 | /// <summary> | ||
282 | /// Initiailizes the scene | ||
283 | /// Sets many properties that ODE requires to be stable | ||
284 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
285 | /// </summary> | ||
286 | public OdeScene(CollisionLocker dode, string sceneIdentifier) | ||
287 | { | ||
288 | m_log | ||
289 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
290 | |||
291 | OdeLock = new Object(); | ||
292 | ode = dode; | ||
293 | nearCallback = near; | ||
294 | triCallback = TriCallback; | ||
295 | triArrayCallback = TriArrayCallback; | ||
296 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
297 | lock (OdeLock) | ||
298 | { | ||
299 | // Create the world and the first space | ||
300 | world = d.WorldCreate(); | ||
301 | space = d.HashSpaceCreate(IntPtr.Zero); | ||
302 | |||
303 | |||
304 | contactgroup = d.JointGroupCreate(0); | ||
305 | //contactgroup | ||
306 | |||
307 | d.WorldSetAutoDisableFlag(world, false); | ||
308 | #if USE_DRAWSTUFF | ||
309 | |||
310 | Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization)); | ||
311 | viewthread.Start(); | ||
312 | #endif | ||
313 | } | ||
314 | |||
315 | _watermap = new float[258 * 258]; | ||
316 | |||
317 | // Zero out the prim spaces array (we split our space into smaller spaces so | ||
318 | // we can hit test less. | ||
319 | } | ||
320 | |||
321 | #if USE_DRAWSTUFF | ||
322 | public void startvisualization(object o) | ||
323 | { | ||
324 | ds.Functions fn; | ||
325 | fn.version = ds.VERSION; | ||
326 | fn.start = new ds.CallbackFunction(start); | ||
327 | fn.step = new ds.CallbackFunction(step); | ||
328 | fn.command = new ds.CallbackFunction(command); | ||
329 | fn.stop = null; | ||
330 | fn.path_to_textures = "./textures"; | ||
331 | string[] args = new string[0]; | ||
332 | ds.SimulationLoop(args.Length, args, 352, 288, ref fn); | ||
333 | } | ||
334 | #endif | ||
335 | |||
336 | // Initialize the mesh plugin | ||
337 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
338 | { | ||
339 | mesher = meshmerizer; | ||
340 | m_config = config; | ||
341 | // Defaults | ||
342 | |||
343 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
344 | { | ||
345 | avPIDD = 3200.0f; | ||
346 | avPIDP = 1400.0f; | ||
347 | avStandupTensor = 2000000f; | ||
348 | } | ||
349 | else | ||
350 | { | ||
351 | avPIDD = 2200.0f; | ||
352 | avPIDP = 900.0f; | ||
353 | avStandupTensor = 550000f; | ||
354 | } | ||
355 | |||
356 | int contactsPerCollision = 80; | ||
357 | |||
358 | if (m_config != null) | ||
359 | { | ||
360 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
361 | if (physicsconfig != null) | ||
362 | { | ||
363 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); | ||
364 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); | ||
365 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); | ||
366 | |||
367 | worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4); | ||
368 | worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128); | ||
369 | |||
370 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f); | ||
371 | smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4); | ||
372 | smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66); | ||
373 | |||
374 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f); | ||
375 | |||
376 | nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f); | ||
377 | nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f); | ||
378 | nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f); | ||
379 | |||
380 | mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f); | ||
381 | mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f); | ||
382 | mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f); | ||
383 | |||
384 | nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f); | ||
385 | nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f); | ||
386 | |||
387 | mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f); | ||
388 | mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f); | ||
389 | |||
390 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f); | ||
391 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10); | ||
392 | |||
393 | avDensity = physicsconfig.GetFloat("av_density", 80f); | ||
394 | avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f); | ||
395 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); | ||
396 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); | ||
397 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); | ||
398 | avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); | ||
399 | |||
400 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); | ||
401 | |||
402 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
403 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
404 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
405 | |||
406 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); | ||
407 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); | ||
408 | |||
409 | bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f); | ||
410 | bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f); | ||
411 | |||
412 | forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); | ||
413 | meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true); | ||
414 | meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f); | ||
415 | MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f); | ||
416 | m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false); | ||
417 | |||
418 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
419 | { | ||
420 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f); | ||
421 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f); | ||
422 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f); | ||
423 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f); | ||
424 | } | ||
425 | else | ||
426 | { | ||
427 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f); | ||
428 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f); | ||
429 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f); | ||
430 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f); | ||
431 | } | ||
432 | |||
433 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
434 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
435 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
436 | |||
437 | m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); | ||
438 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); | ||
439 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f); | ||
440 | } | ||
441 | } | ||
442 | |||
443 | contacts = new d.ContactGeom[contactsPerCollision]; | ||
444 | |||
445 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; | ||
446 | |||
447 | // Centeral contact friction and bounce | ||
448 | // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why | ||
449 | // an avatar falls through in Z but not in X or Y when walking on a prim. | ||
450 | contact.surface.mode |= d.ContactFlags.SoftERP; | ||
451 | contact.surface.mu = nmAvatarObjectContactFriction; | ||
452 | contact.surface.bounce = nmAvatarObjectContactBounce; | ||
453 | contact.surface.soft_cfm = 0.010f; | ||
454 | contact.surface.soft_erp = 0.010f; | ||
455 | |||
456 | // Terrain contact friction and Bounce | ||
457 | // This is the *non* moving version. Use this when an avatar | ||
458 | // isn't moving to keep it in place better | ||
459 | TerrainContact.surface.mode |= d.ContactFlags.SoftERP; | ||
460 | TerrainContact.surface.mu = nmTerrainContactFriction; | ||
461 | TerrainContact.surface.bounce = nmTerrainContactBounce; | ||
462 | TerrainContact.surface.soft_erp = nmTerrainContactERP; | ||
463 | |||
464 | WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); | ||
465 | WaterContact.surface.mu = 0f; // No friction | ||
466 | WaterContact.surface.bounce = 0.0f; // No bounce | ||
467 | WaterContact.surface.soft_cfm = 0.010f; | ||
468 | WaterContact.surface.soft_erp = 0.010f; | ||
469 | |||
470 | // Prim contact friction and bounce | ||
471 | // THis is the *non* moving version of friction and bounce | ||
472 | // Use this when an avatar comes in contact with a prim | ||
473 | // and is moving | ||
474 | AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction; | ||
475 | AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce; | ||
476 | |||
477 | // Terrain contact friction bounce and various error correcting calculations | ||
478 | // Use this when an avatar is in contact with the terrain and moving. | ||
479 | AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; | ||
480 | AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction; | ||
481 | AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; | ||
482 | AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; | ||
483 | |||
484 | /* | ||
485 | <summary></summary> | ||
486 | Stone = 0, | ||
487 | /// <summary></summary> | ||
488 | Metal = 1, | ||
489 | /// <summary></summary> | ||
490 | Glass = 2, | ||
491 | /// <summary></summary> | ||
492 | Wood = 3, | ||
493 | /// <summary></summary> | ||
494 | Flesh = 4, | ||
495 | /// <summary></summary> | ||
496 | Plastic = 5, | ||
497 | /// <summary></summary> | ||
498 | Rubber = 6 | ||
499 | */ | ||
500 | |||
501 | m_materialContacts = new d.Contact[7,2]; | ||
502 | |||
503 | m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); | ||
504 | m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
505 | m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction; | ||
506 | m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
507 | m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f; | ||
508 | m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f; | ||
509 | |||
510 | m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); | ||
511 | m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
512 | m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction; | ||
513 | m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce; | ||
514 | m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f; | ||
515 | m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f; | ||
516 | |||
517 | m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); | ||
518 | m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
519 | m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction; | ||
520 | m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
521 | m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f; | ||
522 | m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f; | ||
523 | |||
524 | m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); | ||
525 | m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
526 | m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction; | ||
527 | m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce; | ||
528 | m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f; | ||
529 | m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f; | ||
530 | |||
531 | m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); | ||
532 | m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
533 | m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; | ||
534 | m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f; | ||
535 | m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f; | ||
536 | m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f; | ||
537 | |||
538 | /* | ||
539 | private float nmAvatarObjectContactFriction = 250f; | ||
540 | private float nmAvatarObjectContactBounce = 0.1f; | ||
541 | |||
542 | private float mAvatarObjectContactFriction = 75f; | ||
543 | private float mAvatarObjectContactBounce = 0.1f; | ||
544 | */ | ||
545 | m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); | ||
546 | m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
547 | m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; | ||
548 | m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f; | ||
549 | m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f; | ||
550 | m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f; | ||
551 | |||
552 | m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); | ||
553 | m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
554 | m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction; | ||
555 | m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
556 | m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f; | ||
557 | m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f; | ||
558 | |||
559 | m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); | ||
560 | m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
561 | m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction; | ||
562 | m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce; | ||
563 | m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f; | ||
564 | m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f; | ||
565 | |||
566 | m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); | ||
567 | m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
568 | m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction; | ||
569 | m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
570 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f; | ||
571 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f; | ||
572 | |||
573 | m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); | ||
574 | m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
575 | m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction; | ||
576 | m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce; | ||
577 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f; | ||
578 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f; | ||
579 | |||
580 | m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); | ||
581 | m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
582 | m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction; | ||
583 | m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
584 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f; | ||
585 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f; | ||
586 | |||
587 | m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); | ||
588 | m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
589 | m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction; | ||
590 | m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce; | ||
591 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f; | ||
592 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f; | ||
593 | |||
594 | m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); | ||
595 | m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP; | ||
596 | m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction; | ||
597 | m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce; | ||
598 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f; | ||
599 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f; | ||
600 | |||
601 | m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); | ||
602 | m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP; | ||
603 | m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction; | ||
604 | m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce; | ||
605 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f; | ||
606 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f; | ||
607 | |||
608 | d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); | ||
609 | |||
610 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
611 | |||
612 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
613 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
614 | |||
615 | d.WorldSetLinearDamping(world, 256f); | ||
616 | d.WorldSetAngularDamping(world, 256f); | ||
617 | d.WorldSetAngularDampingThreshold(world, 256f); | ||
618 | d.WorldSetLinearDampingThreshold(world, 256f); | ||
619 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
620 | |||
621 | // Set how many steps we go without running collision testing | ||
622 | // This is in addition to the step size. | ||
623 | // Essentially Steps * m_physicsiterations | ||
624 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
625 | //d.WorldSetContactMaxCorrectingVel(world, 1000.0f); | ||
626 | |||
627 | for (int i = 0; i < staticPrimspace.GetLength(0); i++) | ||
628 | { | ||
629 | for (int j = 0; j < staticPrimspace.GetLength(1); j++) | ||
630 | { | ||
631 | staticPrimspace[i, j] = IntPtr.Zero; | ||
632 | } | ||
633 | } | ||
634 | } | ||
635 | |||
636 | internal void waitForSpaceUnlock(IntPtr space) | ||
637 | { | ||
638 | //if (space != IntPtr.Zero) | ||
639 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
640 | } | ||
641 | |||
642 | /// <summary> | ||
643 | /// Debug space message for printing the space that a prim/avatar is in. | ||
644 | /// </summary> | ||
645 | /// <param name="pos"></param> | ||
646 | /// <returns>Returns which split up space the given position is in.</returns> | ||
647 | public string whichspaceamIin(Vector3 pos) | ||
648 | { | ||
649 | return calculateSpaceForGeom(pos).ToString(); | ||
650 | } | ||
651 | |||
652 | #region Collision Detection | ||
653 | |||
654 | /// <summary> | ||
655 | /// This is our near callback. A geometry is near a body | ||
656 | /// </summary> | ||
657 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
658 | /// <param name="g1">a geometry or space</param> | ||
659 | /// <param name="g2">another geometry or space</param> | ||
660 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
661 | { | ||
662 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
663 | |||
664 | // Test if we're colliding a geom with a space. | ||
665 | // If so we have to drill down into the space recursively | ||
666 | |||
667 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
668 | { | ||
669 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
670 | return; | ||
671 | |||
672 | // Separating static prim geometry spaces. | ||
673 | // We'll be calling near recursivly if one | ||
674 | // of them is a space to find all of the | ||
675 | // contact points in the space | ||
676 | try | ||
677 | { | ||
678 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
679 | } | ||
680 | catch (AccessViolationException) | ||
681 | { | ||
682 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
683 | return; | ||
684 | } | ||
685 | //Colliding a space or a geom with a space or a geom. so drill down | ||
686 | |||
687 | //Collide all geoms in each space.. | ||
688 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
689 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
690 | return; | ||
691 | } | ||
692 | |||
693 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
694 | return; | ||
695 | |||
696 | IntPtr b1 = d.GeomGetBody(g1); | ||
697 | IntPtr b2 = d.GeomGetBody(g2); | ||
698 | |||
699 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
700 | |||
701 | String name1 = null; | ||
702 | String name2 = null; | ||
703 | |||
704 | if (!geom_name_map.TryGetValue(g1, out name1)) | ||
705 | { | ||
706 | name1 = "null"; | ||
707 | } | ||
708 | if (!geom_name_map.TryGetValue(g2, out name2)) | ||
709 | { | ||
710 | name2 = "null"; | ||
711 | } | ||
712 | |||
713 | //if (id == d.GeomClassId.TriMeshClass) | ||
714 | //{ | ||
715 | // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
716 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
717 | //} | ||
718 | |||
719 | // Figure out how many contact points we have | ||
720 | int count = 0; | ||
721 | try | ||
722 | { | ||
723 | // Colliding Geom To Geom | ||
724 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
725 | |||
726 | if (g1 == g2) | ||
727 | return; // Can't collide with yourself | ||
728 | |||
729 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
730 | return; | ||
731 | |||
732 | lock (contacts) | ||
733 | { | ||
734 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); | ||
735 | if (count > contacts.Length) | ||
736 | m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | ||
737 | } | ||
738 | } | ||
739 | catch (SEHException) | ||
740 | { | ||
741 | m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | ||
742 | ode.drelease(world); | ||
743 | base.TriggerPhysicsBasedRestart(); | ||
744 | } | ||
745 | catch (Exception e) | ||
746 | { | ||
747 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
748 | return; | ||
749 | } | ||
750 | |||
751 | PhysicsActor p1; | ||
752 | PhysicsActor p2; | ||
753 | |||
754 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
755 | { | ||
756 | p1 = PANull; | ||
757 | } | ||
758 | |||
759 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
760 | { | ||
761 | p2 = PANull; | ||
762 | } | ||
763 | |||
764 | ContactPoint maxDepthContact = new ContactPoint(); | ||
765 | if (p1.CollisionScore + count >= float.MaxValue) | ||
766 | p1.CollisionScore = 0; | ||
767 | p1.CollisionScore += count; | ||
768 | |||
769 | if (p2.CollisionScore + count >= float.MaxValue) | ||
770 | p2.CollisionScore = 0; | ||
771 | p2.CollisionScore += count; | ||
772 | |||
773 | for (int i = 0; i < count; i++) | ||
774 | { | ||
775 | d.ContactGeom curContact = contacts[i]; | ||
776 | |||
777 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
778 | { | ||
779 | maxDepthContact = new ContactPoint( | ||
780 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
781 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
782 | curContact.depth | ||
783 | ); | ||
784 | } | ||
785 | |||
786 | //m_log.Warn("[CCOUNT]: " + count); | ||
787 | IntPtr joint; | ||
788 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | ||
789 | // allows us to have different settings | ||
790 | |||
791 | // We only need to test p2 for 'jump crouch purposes' | ||
792 | if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
793 | { | ||
794 | // Testing if the collision is at the feet of the avatar | ||
795 | |||
796 | //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); | ||
797 | if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) | ||
798 | p2.IsColliding = true; | ||
799 | } | ||
800 | else | ||
801 | { | ||
802 | p2.IsColliding = true; | ||
803 | } | ||
804 | |||
805 | //if ((framecount % m_returncollisions) == 0) | ||
806 | |||
807 | switch (p1.PhysicsActorType) | ||
808 | { | ||
809 | case (int)ActorTypes.Agent: | ||
810 | p2.CollidingObj = true; | ||
811 | break; | ||
812 | case (int)ActorTypes.Prim: | ||
813 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
814 | p2.CollidingObj = true; | ||
815 | break; | ||
816 | case (int)ActorTypes.Unknown: | ||
817 | p2.CollidingGround = true; | ||
818 | break; | ||
819 | default: | ||
820 | p2.CollidingGround = true; | ||
821 | break; | ||
822 | } | ||
823 | |||
824 | // we don't want prim or avatar to explode | ||
825 | |||
826 | #region InterPenetration Handling - Unintended physics explosions | ||
827 | # region disabled code1 | ||
828 | |||
829 | if (curContact.depth >= 0.08f) | ||
830 | { | ||
831 | //This is disabled at the moment only because it needs more tweaking | ||
832 | //It will eventually be uncommented | ||
833 | /* | ||
834 | if (contact.depth >= 1.00f) | ||
835 | { | ||
836 | //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); | ||
837 | } | ||
838 | |||
839 | //If you interpenetrate a prim with an agent | ||
840 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
841 | p1.PhysicsActorType == (int) ActorTypes.Prim) || | ||
842 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
843 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
844 | { | ||
845 | |||
846 | //contact.depth = contact.depth * 4.15f; | ||
847 | /* | ||
848 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
849 | { | ||
850 | p2.CollidingObj = true; | ||
851 | contact.depth = 0.003f; | ||
852 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
853 | OdeCharacter character = (OdeCharacter) p2; | ||
854 | character.SetPidStatus(true); | ||
855 | contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); | ||
856 | |||
857 | } | ||
858 | else | ||
859 | { | ||
860 | |||
861 | //contact.depth = 0.0000000f; | ||
862 | } | ||
863 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
864 | { | ||
865 | |||
866 | p1.CollidingObj = true; | ||
867 | contact.depth = 0.003f; | ||
868 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
869 | contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); | ||
870 | OdeCharacter character = (OdeCharacter)p1; | ||
871 | character.SetPidStatus(true); | ||
872 | } | ||
873 | else | ||
874 | { | ||
875 | |||
876 | //contact.depth = 0.0000000f; | ||
877 | } | ||
878 | |||
879 | |||
880 | |||
881 | } | ||
882 | */ | ||
883 | // If you interpenetrate a prim with another prim | ||
884 | /* | ||
885 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | ||
886 | { | ||
887 | #region disabledcode2 | ||
888 | //OdePrim op1 = (OdePrim)p1; | ||
889 | //OdePrim op2 = (OdePrim)p2; | ||
890 | //op1.m_collisionscore++; | ||
891 | //op2.m_collisionscore++; | ||
892 | |||
893 | //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000) | ||
894 | //{ | ||
895 | //op1.m_taintdisable = true; | ||
896 | //AddPhysicsActorTaint(p1); | ||
897 | //op2.m_taintdisable = true; | ||
898 | //AddPhysicsActorTaint(p2); | ||
899 | //} | ||
900 | |||
901 | //if (contact.depth >= 0.25f) | ||
902 | //{ | ||
903 | // Don't collide, one or both prim will expld. | ||
904 | |||
905 | //op1.m_interpenetrationcount++; | ||
906 | //op2.m_interpenetrationcount++; | ||
907 | //interpenetrations_before_disable = 200; | ||
908 | //if (op1.m_interpenetrationcount >= interpenetrations_before_disable) | ||
909 | //{ | ||
910 | //op1.m_taintdisable = true; | ||
911 | //AddPhysicsActorTaint(p1); | ||
912 | //} | ||
913 | //if (op2.m_interpenetrationcount >= interpenetrations_before_disable) | ||
914 | //{ | ||
915 | // op2.m_taintdisable = true; | ||
916 | //AddPhysicsActorTaint(p2); | ||
917 | //} | ||
918 | |||
919 | //contact.depth = contact.depth / 8f; | ||
920 | //contact.normal = new d.Vector3(0, 0, 1); | ||
921 | //} | ||
922 | //if (op1.m_disabled || op2.m_disabled) | ||
923 | //{ | ||
924 | //Manually disabled objects stay disabled | ||
925 | //contact.depth = 0f; | ||
926 | //} | ||
927 | #endregion | ||
928 | } | ||
929 | */ | ||
930 | #endregion | ||
931 | if (curContact.depth >= 1.00f) | ||
932 | { | ||
933 | //m_log.Info("[P]: " + contact.depth.ToString()); | ||
934 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
935 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | ||
936 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
937 | p2.PhysicsActorType == (int) ActorTypes.Unknown)) | ||
938 | { | ||
939 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
940 | { | ||
941 | if (p2 is OdeCharacter) | ||
942 | { | ||
943 | OdeCharacter character = (OdeCharacter) p2; | ||
944 | |||
945 | //p2.CollidingObj = true; | ||
946 | curContact.depth = 0.00000003f; | ||
947 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); | ||
948 | curContact.pos = | ||
949 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
950 | curContact.pos.Y + (p1.Size.Y/2), | ||
951 | curContact.pos.Z + (p1.Size.Z/2)); | ||
952 | character.SetPidStatus(true); | ||
953 | } | ||
954 | } | ||
955 | |||
956 | |||
957 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
958 | { | ||
959 | if (p1 is OdeCharacter) | ||
960 | { | ||
961 | OdeCharacter character = (OdeCharacter) p1; | ||
962 | |||
963 | //p2.CollidingObj = true; | ||
964 | curContact.depth = 0.00000003f; | ||
965 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); | ||
966 | curContact.pos = | ||
967 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
968 | curContact.pos.Y + (p1.Size.Y/2), | ||
969 | curContact.pos.Z + (p1.Size.Z/2)); | ||
970 | character.SetPidStatus(true); | ||
971 | } | ||
972 | } | ||
973 | } | ||
974 | } | ||
975 | } | ||
976 | |||
977 | #endregion | ||
978 | |||
979 | // Logic for collision handling | ||
980 | // Note, that if *all* contacts are skipped (VolumeDetect) | ||
981 | // The prim still detects (and forwards) collision events but | ||
982 | // appears to be phantom for the world | ||
983 | Boolean skipThisContact = false; | ||
984 | |||
985 | if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) | ||
986 | skipThisContact = true; // No collision on volume detect prims | ||
987 | |||
988 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | ||
989 | skipThisContact = true; // No collision on volume detect prims | ||
990 | |||
991 | if (!skipThisContact && curContact.depth < 0f) | ||
992 | skipThisContact = true; | ||
993 | |||
994 | if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) | ||
995 | skipThisContact = true; | ||
996 | |||
997 | const int maxContactsbeforedeath = 4000; | ||
998 | joint = IntPtr.Zero; | ||
999 | |||
1000 | if (!skipThisContact) | ||
1001 | { | ||
1002 | // If we're colliding against terrain | ||
1003 | if (name1 == "Terrain" || name2 == "Terrain") | ||
1004 | { | ||
1005 | // If we're moving | ||
1006 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | ||
1007 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | ||
1008 | { | ||
1009 | // Use the movement terrain contact | ||
1010 | AvatarMovementTerrainContact.geom = curContact; | ||
1011 | _perloopContact.Add(curContact); | ||
1012 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1013 | { | ||
1014 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | ||
1015 | m_global_contactcount++; | ||
1016 | } | ||
1017 | } | ||
1018 | else | ||
1019 | { | ||
1020 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
1021 | { | ||
1022 | // Use the non moving terrain contact | ||
1023 | TerrainContact.geom = curContact; | ||
1024 | _perloopContact.Add(curContact); | ||
1025 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1026 | { | ||
1027 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | ||
1028 | m_global_contactcount++; | ||
1029 | } | ||
1030 | } | ||
1031 | else | ||
1032 | { | ||
1033 | if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
1034 | { | ||
1035 | // prim prim contact | ||
1036 | // int pj294950 = 0; | ||
1037 | int movintYN = 0; | ||
1038 | int material = (int) Material.Wood; | ||
1039 | // prim terrain contact | ||
1040 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) | ||
1041 | { | ||
1042 | movintYN = 1; | ||
1043 | } | ||
1044 | |||
1045 | if (p2 is OdePrim) | ||
1046 | material = ((OdePrim)p2).m_material; | ||
1047 | |||
1048 | //m_log.DebugFormat("Material: {0}", material); | ||
1049 | m_materialContacts[material, movintYN].geom = curContact; | ||
1050 | _perloopContact.Add(curContact); | ||
1051 | |||
1052 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1053 | { | ||
1054 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1055 | m_global_contactcount++; | ||
1056 | |||
1057 | } | ||
1058 | |||
1059 | } | ||
1060 | else | ||
1061 | { | ||
1062 | int movintYN = 0; | ||
1063 | // prim terrain contact | ||
1064 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) | ||
1065 | { | ||
1066 | movintYN = 1; | ||
1067 | } | ||
1068 | |||
1069 | int material = (int)Material.Wood; | ||
1070 | |||
1071 | if (p2 is OdePrim) | ||
1072 | material = ((OdePrim)p2).m_material; | ||
1073 | //m_log.DebugFormat("Material: {0}", material); | ||
1074 | m_materialContacts[material, movintYN].geom = curContact; | ||
1075 | _perloopContact.Add(curContact); | ||
1076 | |||
1077 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1078 | { | ||
1079 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1080 | m_global_contactcount++; | ||
1081 | |||
1082 | } | ||
1083 | } | ||
1084 | } | ||
1085 | } | ||
1086 | //if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
1087 | //{ | ||
1088 | //m_log.Debug("[PHYSICS]: prim contacting with ground"); | ||
1089 | //} | ||
1090 | } | ||
1091 | else if (name1 == "Water" || name2 == "Water") | ||
1092 | { | ||
1093 | /* | ||
1094 | if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
1095 | { | ||
1096 | } | ||
1097 | else | ||
1098 | { | ||
1099 | } | ||
1100 | */ | ||
1101 | //WaterContact.surface.soft_cfm = 0.0000f; | ||
1102 | //WaterContact.surface.soft_erp = 0.00000f; | ||
1103 | if (curContact.depth > 0.1f) | ||
1104 | { | ||
1105 | curContact.depth *= 52; | ||
1106 | //contact.normal = new d.Vector3(0, 0, 1); | ||
1107 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); | ||
1108 | } | ||
1109 | WaterContact.geom = curContact; | ||
1110 | _perloopContact.Add(curContact); | ||
1111 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1112 | { | ||
1113 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | ||
1114 | m_global_contactcount++; | ||
1115 | } | ||
1116 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); | ||
1117 | } | ||
1118 | else | ||
1119 | { | ||
1120 | // we're colliding with prim or avatar | ||
1121 | // check if we're moving | ||
1122 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | ||
1123 | { | ||
1124 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | ||
1125 | { | ||
1126 | // Use the Movement prim contact | ||
1127 | AvatarMovementprimContact.geom = curContact; | ||
1128 | _perloopContact.Add(curContact); | ||
1129 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1130 | { | ||
1131 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | ||
1132 | m_global_contactcount++; | ||
1133 | } | ||
1134 | } | ||
1135 | else | ||
1136 | { | ||
1137 | // Use the non movement contact | ||
1138 | contact.geom = curContact; | ||
1139 | _perloopContact.Add(curContact); | ||
1140 | |||
1141 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1142 | { | ||
1143 | joint = d.JointCreateContact(world, contactgroup, ref contact); | ||
1144 | m_global_contactcount++; | ||
1145 | } | ||
1146 | } | ||
1147 | } | ||
1148 | else if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
1149 | { | ||
1150 | //p1.PhysicsActorType | ||
1151 | int material = (int)Material.Wood; | ||
1152 | |||
1153 | if (p2 is OdePrim) | ||
1154 | material = ((OdePrim)p2).m_material; | ||
1155 | |||
1156 | //m_log.DebugFormat("Material: {0}", material); | ||
1157 | m_materialContacts[material, 0].geom = curContact; | ||
1158 | _perloopContact.Add(curContact); | ||
1159 | |||
1160 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1161 | { | ||
1162 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); | ||
1163 | m_global_contactcount++; | ||
1164 | |||
1165 | } | ||
1166 | } | ||
1167 | } | ||
1168 | |||
1169 | if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide! | ||
1170 | { | ||
1171 | d.JointAttach(joint, b1, b2); | ||
1172 | m_global_contactcount++; | ||
1173 | } | ||
1174 | } | ||
1175 | |||
1176 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1177 | |||
1178 | if (count > geomContactPointsStartthrottle) | ||
1179 | { | ||
1180 | // If there are more then 3 contact points, it's likely | ||
1181 | // that we've got a pile of objects, so ... | ||
1182 | // We don't want to send out hundreds of terse updates over and over again | ||
1183 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
1184 | p2.ThrottleUpdates = true; | ||
1185 | } | ||
1186 | //m_log.Debug(count.ToString()); | ||
1187 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1188 | } | ||
1189 | } | ||
1190 | |||
1191 | private bool checkDupe(d.ContactGeom contactGeom, int atype) | ||
1192 | { | ||
1193 | bool result = false; | ||
1194 | //return result; | ||
1195 | if (!m_filterCollisions) | ||
1196 | return false; | ||
1197 | |||
1198 | ActorTypes at = (ActorTypes)atype; | ||
1199 | lock (_perloopContact) | ||
1200 | { | ||
1201 | foreach (d.ContactGeom contact in _perloopContact) | ||
1202 | { | ||
1203 | //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) | ||
1204 | //{ | ||
1205 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | ||
1206 | if (at == ActorTypes.Agent) | ||
1207 | { | ||
1208 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1209 | { | ||
1210 | |||
1211 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) | ||
1212 | { | ||
1213 | //contactGeom.depth *= .00005f; | ||
1214 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1215 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1216 | result = true; | ||
1217 | break; | ||
1218 | } | ||
1219 | else | ||
1220 | { | ||
1221 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1222 | } | ||
1223 | } | ||
1224 | else | ||
1225 | { | ||
1226 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1227 | //int i = 0; | ||
1228 | } | ||
1229 | } | ||
1230 | else if (at == ActorTypes.Prim) | ||
1231 | { | ||
1232 | //d.AABB aabb1 = new d.AABB(); | ||
1233 | //d.AABB aabb2 = new d.AABB(); | ||
1234 | |||
1235 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | ||
1236 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | ||
1237 | //aabb1. | ||
1238 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1239 | { | ||
1240 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
1241 | { | ||
1242 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
1243 | { | ||
1244 | result = true; | ||
1245 | break; | ||
1246 | } | ||
1247 | } | ||
1248 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1249 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1250 | } | ||
1251 | |||
1252 | } | ||
1253 | |||
1254 | //} | ||
1255 | |||
1256 | } | ||
1257 | } | ||
1258 | |||
1259 | return result; | ||
1260 | } | ||
1261 | |||
1262 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
1263 | { | ||
1264 | // obj1LocalID = 0; | ||
1265 | //returncollisions = false; | ||
1266 | obj2LocalID = 0; | ||
1267 | //ctype = 0; | ||
1268 | //cStartStop = 0; | ||
1269 | if (!p2.SubscribedEvents() && !p1.SubscribedEvents()) | ||
1270 | return; | ||
1271 | |||
1272 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1273 | { | ||
1274 | case ActorTypes.Agent: | ||
1275 | cc2 = (OdeCharacter)p2; | ||
1276 | |||
1277 | // obj1LocalID = cc2.m_localID; | ||
1278 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1279 | { | ||
1280 | case ActorTypes.Agent: | ||
1281 | cc1 = (OdeCharacter)p1; | ||
1282 | obj2LocalID = cc1.m_localID; | ||
1283 | cc1.AddCollisionEvent(cc2.m_localID, contact); | ||
1284 | //ctype = (int)CollisionCategories.Character; | ||
1285 | |||
1286 | //if (cc1.CollidingObj) | ||
1287 | //cStartStop = (int)StatusIndicators.Generic; | ||
1288 | //else | ||
1289 | //cStartStop = (int)StatusIndicators.Start; | ||
1290 | |||
1291 | //returncollisions = true; | ||
1292 | break; | ||
1293 | case ActorTypes.Prim: | ||
1294 | if (p1 is OdePrim) | ||
1295 | { | ||
1296 | cp1 = (OdePrim) p1; | ||
1297 | obj2LocalID = cp1.m_localID; | ||
1298 | cp1.AddCollisionEvent(cc2.m_localID, contact); | ||
1299 | } | ||
1300 | //ctype = (int)CollisionCategories.Geom; | ||
1301 | |||
1302 | //if (cp1.CollidingObj) | ||
1303 | //cStartStop = (int)StatusIndicators.Generic; | ||
1304 | //else | ||
1305 | //cStartStop = (int)StatusIndicators.Start; | ||
1306 | |||
1307 | //returncollisions = true; | ||
1308 | break; | ||
1309 | |||
1310 | case ActorTypes.Ground: | ||
1311 | case ActorTypes.Unknown: | ||
1312 | obj2LocalID = 0; | ||
1313 | //ctype = (int)CollisionCategories.Land; | ||
1314 | //returncollisions = true; | ||
1315 | break; | ||
1316 | } | ||
1317 | |||
1318 | cc2.AddCollisionEvent(obj2LocalID, contact); | ||
1319 | break; | ||
1320 | case ActorTypes.Prim: | ||
1321 | |||
1322 | if (p2 is OdePrim) | ||
1323 | { | ||
1324 | cp2 = (OdePrim) p2; | ||
1325 | |||
1326 | // obj1LocalID = cp2.m_localID; | ||
1327 | switch ((ActorTypes) p1.PhysicsActorType) | ||
1328 | { | ||
1329 | case ActorTypes.Agent: | ||
1330 | if (p1 is OdeCharacter) | ||
1331 | { | ||
1332 | cc1 = (OdeCharacter) p1; | ||
1333 | obj2LocalID = cc1.m_localID; | ||
1334 | cc1.AddCollisionEvent(cp2.m_localID, contact); | ||
1335 | //ctype = (int)CollisionCategories.Character; | ||
1336 | |||
1337 | //if (cc1.CollidingObj) | ||
1338 | //cStartStop = (int)StatusIndicators.Generic; | ||
1339 | //else | ||
1340 | //cStartStop = (int)StatusIndicators.Start; | ||
1341 | //returncollisions = true; | ||
1342 | } | ||
1343 | break; | ||
1344 | case ActorTypes.Prim: | ||
1345 | |||
1346 | if (p1 is OdePrim) | ||
1347 | { | ||
1348 | cp1 = (OdePrim) p1; | ||
1349 | obj2LocalID = cp1.m_localID; | ||
1350 | cp1.AddCollisionEvent(cp2.m_localID, contact); | ||
1351 | //ctype = (int)CollisionCategories.Geom; | ||
1352 | |||
1353 | //if (cp1.CollidingObj) | ||
1354 | //cStartStop = (int)StatusIndicators.Generic; | ||
1355 | //else | ||
1356 | //cStartStop = (int)StatusIndicators.Start; | ||
1357 | |||
1358 | //returncollisions = true; | ||
1359 | } | ||
1360 | break; | ||
1361 | |||
1362 | case ActorTypes.Ground: | ||
1363 | case ActorTypes.Unknown: | ||
1364 | obj2LocalID = 0; | ||
1365 | //ctype = (int)CollisionCategories.Land; | ||
1366 | |||
1367 | //returncollisions = true; | ||
1368 | break; | ||
1369 | } | ||
1370 | |||
1371 | cp2.AddCollisionEvent(obj2LocalID, contact); | ||
1372 | } | ||
1373 | break; | ||
1374 | } | ||
1375 | //if (returncollisions) | ||
1376 | //{ | ||
1377 | |||
1378 | //lock (m_storedCollisions) | ||
1379 | //{ | ||
1380 | //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString(); | ||
1381 | //if (m_storedCollisions.ContainsKey(cDictKey)) | ||
1382 | //{ | ||
1383 | //sCollisionData objd = m_storedCollisions[cDictKey]; | ||
1384 | //objd.NumberOfCollisions += 1; | ||
1385 | //objd.lastframe = framecount; | ||
1386 | //m_storedCollisions[cDictKey] = objd; | ||
1387 | //} | ||
1388 | //else | ||
1389 | //{ | ||
1390 | //sCollisionData objd = new sCollisionData(); | ||
1391 | //objd.ColliderLocalId = obj1LocalID; | ||
1392 | //objd.CollidedWithLocalId = obj2LocalID; | ||
1393 | //objd.CollisionType = ctype; | ||
1394 | //objd.NumberOfCollisions = 1; | ||
1395 | //objd.lastframe = framecount; | ||
1396 | //objd.StatusIndicator = cStartStop; | ||
1397 | //m_storedCollisions.Add(cDictKey, objd); | ||
1398 | //} | ||
1399 | //} | ||
1400 | // } | ||
1401 | } | ||
1402 | |||
1403 | public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) | ||
1404 | { | ||
1405 | /* String name1 = null; | ||
1406 | String name2 = null; | ||
1407 | |||
1408 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1409 | { | ||
1410 | name1 = "null"; | ||
1411 | } | ||
1412 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1413 | { | ||
1414 | name2 = "null"; | ||
1415 | } | ||
1416 | |||
1417 | m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1418 | */ | ||
1419 | return 1; | ||
1420 | } | ||
1421 | |||
1422 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) | ||
1423 | { | ||
1424 | String name1 = null; | ||
1425 | String name2 = null; | ||
1426 | |||
1427 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1428 | { | ||
1429 | name1 = "null"; | ||
1430 | } | ||
1431 | |||
1432 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1433 | { | ||
1434 | name2 = "null"; | ||
1435 | } | ||
1436 | |||
1437 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); | ||
1438 | |||
1439 | d.Vector3 v0 = new d.Vector3(); | ||
1440 | d.Vector3 v1 = new d.Vector3(); | ||
1441 | d.Vector3 v2 = new d.Vector3(); | ||
1442 | |||
1443 | d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); | ||
1444 | // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z); | ||
1445 | |||
1446 | return 1; | ||
1447 | } | ||
1448 | |||
1449 | /// <summary> | ||
1450 | /// This is our collision testing routine in ODE | ||
1451 | /// </summary> | ||
1452 | /// <param name="timeStep"></param> | ||
1453 | private void collision_optimized(float timeStep) | ||
1454 | { | ||
1455 | _perloopContact.Clear(); | ||
1456 | |||
1457 | lock (_characters) | ||
1458 | { | ||
1459 | foreach (OdeCharacter chr in _characters) | ||
1460 | { | ||
1461 | // Reset the collision values to false | ||
1462 | // since we don't know if we're colliding yet | ||
1463 | |||
1464 | // For some reason this can happen. Don't ask... | ||
1465 | // | ||
1466 | if (chr == null) | ||
1467 | continue; | ||
1468 | |||
1469 | if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1470 | continue; | ||
1471 | |||
1472 | chr.IsColliding = false; | ||
1473 | chr.CollidingGround = false; | ||
1474 | chr.CollidingObj = false; | ||
1475 | |||
1476 | // test the avatar's geometry for collision with the space | ||
1477 | // This will return near and the space that they are the closest to | ||
1478 | // And we'll run this again against the avatar and the space segment | ||
1479 | // This will return with a bunch of possible objects in the space segment | ||
1480 | // and we'll run it again on all of them. | ||
1481 | try | ||
1482 | { | ||
1483 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | ||
1484 | } | ||
1485 | catch (AccessViolationException) | ||
1486 | { | ||
1487 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1488 | } | ||
1489 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | ||
1490 | //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) | ||
1491 | //{ | ||
1492 | //chr.Position.Z = terrainheight + 10.0f; | ||
1493 | //forcedZ = true; | ||
1494 | //} | ||
1495 | } | ||
1496 | } | ||
1497 | |||
1498 | lock (_activeprims) | ||
1499 | { | ||
1500 | List<OdePrim> removeprims = null; | ||
1501 | foreach (OdePrim chr in _activeprims) | ||
1502 | { | ||
1503 | if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled)) | ||
1504 | { | ||
1505 | try | ||
1506 | { | ||
1507 | lock (chr) | ||
1508 | { | ||
1509 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) | ||
1510 | { | ||
1511 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | ||
1512 | } | ||
1513 | else | ||
1514 | { | ||
1515 | if (removeprims == null) | ||
1516 | { | ||
1517 | removeprims = new List<OdePrim>(); | ||
1518 | } | ||
1519 | removeprims.Add(chr); | ||
1520 | m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!"); | ||
1521 | } | ||
1522 | } | ||
1523 | } | ||
1524 | catch (AccessViolationException) | ||
1525 | { | ||
1526 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1527 | } | ||
1528 | } | ||
1529 | } | ||
1530 | |||
1531 | if (removeprims != null) | ||
1532 | { | ||
1533 | foreach (OdePrim chr in removeprims) | ||
1534 | { | ||
1535 | _activeprims.Remove(chr); | ||
1536 | } | ||
1537 | } | ||
1538 | } | ||
1539 | |||
1540 | _perloopContact.Clear(); | ||
1541 | } | ||
1542 | |||
1543 | #endregion | ||
1544 | |||
1545 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
1546 | { | ||
1547 | m_worldOffset = offset; | ||
1548 | WorldExtents = new Vector2(extents.X, extents.Y); | ||
1549 | m_parentScene = pScene; | ||
1550 | } | ||
1551 | |||
1552 | // Recovered for use by fly height. Kitto Flora | ||
1553 | public float GetTerrainHeightAtXY(float x, float y) | ||
1554 | { | ||
1555 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1556 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1557 | |||
1558 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1559 | |||
1560 | if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) | ||
1561 | { | ||
1562 | if (heightFieldGeom != IntPtr.Zero) | ||
1563 | { | ||
1564 | if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1565 | { | ||
1566 | |||
1567 | int index; | ||
1568 | |||
1569 | |||
1570 | if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y || | ||
1571 | (int)x < 0.001f || (int)y < 0.001f) | ||
1572 | return 0; | ||
1573 | |||
1574 | x = x - offsetX; | ||
1575 | y = y - offsetY; | ||
1576 | |||
1577 | index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); | ||
1578 | |||
1579 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) | ||
1580 | { | ||
1581 | //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]); | ||
1582 | return (float)TerrainHeightFieldHeights[heightFieldGeom][index]; | ||
1583 | } | ||
1584 | |||
1585 | else | ||
1586 | return 0f; | ||
1587 | } | ||
1588 | else | ||
1589 | { | ||
1590 | return 0f; | ||
1591 | } | ||
1592 | |||
1593 | } | ||
1594 | else | ||
1595 | { | ||
1596 | return 0f; | ||
1597 | } | ||
1598 | |||
1599 | } | ||
1600 | else | ||
1601 | { | ||
1602 | return 0f; | ||
1603 | } | ||
1604 | } | ||
1605 | // End recovered. Kitto Flora | ||
1606 | |||
1607 | public void addCollisionEventReporting(PhysicsActor obj) | ||
1608 | { | ||
1609 | lock (_collisionEventPrim) | ||
1610 | { | ||
1611 | if (!_collisionEventPrim.Contains(obj)) | ||
1612 | _collisionEventPrim.Add(obj); | ||
1613 | } | ||
1614 | } | ||
1615 | |||
1616 | public void remCollisionEventReporting(PhysicsActor obj) | ||
1617 | { | ||
1618 | lock (_collisionEventPrim) | ||
1619 | { | ||
1620 | if (!_collisionEventPrim.Contains(obj)) | ||
1621 | _collisionEventPrim.Remove(obj); | ||
1622 | } | ||
1623 | } | ||
1624 | |||
1625 | #region Add/Remove Entities | ||
1626 | |||
1627 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1628 | { | ||
1629 | Vector3 pos; | ||
1630 | pos.X = position.X; | ||
1631 | pos.Y = position.Y; | ||
1632 | pos.Z = position.Z; | ||
1633 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun); | ||
1634 | newAv.Flying = isFlying; | ||
1635 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1636 | |||
1637 | return newAv; | ||
1638 | } | ||
1639 | |||
1640 | public void AddCharacter(OdeCharacter chr) | ||
1641 | { | ||
1642 | lock (_characters) | ||
1643 | { | ||
1644 | if (!_characters.Contains(chr)) | ||
1645 | { | ||
1646 | _characters.Add(chr); | ||
1647 | if (chr.bad) | ||
1648 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1649 | } | ||
1650 | } | ||
1651 | } | ||
1652 | |||
1653 | public void RemoveCharacter(OdeCharacter chr) | ||
1654 | { | ||
1655 | lock (_characters) | ||
1656 | { | ||
1657 | if (_characters.Contains(chr)) | ||
1658 | { | ||
1659 | _characters.Remove(chr); | ||
1660 | } | ||
1661 | } | ||
1662 | } | ||
1663 | |||
1664 | public void BadCharacter(OdeCharacter chr) | ||
1665 | { | ||
1666 | lock (_badCharacter) | ||
1667 | { | ||
1668 | if (!_badCharacter.Contains(chr)) | ||
1669 | _badCharacter.Add(chr); | ||
1670 | } | ||
1671 | } | ||
1672 | |||
1673 | public override void RemoveAvatar(PhysicsActor actor) | ||
1674 | { | ||
1675 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1676 | ((OdeCharacter) actor).Destroy(); | ||
1677 | } | ||
1678 | |||
1679 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1680 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | ||
1681 | { | ||
1682 | Vector3 pos = position; | ||
1683 | Vector3 siz = size; | ||
1684 | Quaternion rot = rotation; | ||
1685 | |||
1686 | OdePrim newPrim; | ||
1687 | lock (OdeLock) | ||
1688 | { | ||
1689 | newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); | ||
1690 | |||
1691 | lock (_prims) | ||
1692 | _prims.Add(newPrim); | ||
1693 | } | ||
1694 | |||
1695 | return newPrim; | ||
1696 | } | ||
1697 | |||
1698 | public void addActivePrim(OdePrim activatePrim) | ||
1699 | { | ||
1700 | // adds active prim.. (ones that should be iterated over in collisions_optimized | ||
1701 | lock (_activeprims) | ||
1702 | { | ||
1703 | if (!_activeprims.Contains(activatePrim)) | ||
1704 | _activeprims.Add(activatePrim); | ||
1705 | //else | ||
1706 | // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); | ||
1707 | } | ||
1708 | } | ||
1709 | |||
1710 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1711 | Vector3 size, Quaternion rotation) //To be removed | ||
1712 | { | ||
1713 | return AddPrimShape(primName, pbs, position, size, rotation, false); | ||
1714 | } | ||
1715 | |||
1716 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1717 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
1718 | { | ||
1719 | #if SPAM | ||
1720 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | ||
1721 | #endif | ||
1722 | |||
1723 | PhysicsActor result; | ||
1724 | IMesh mesh = null; | ||
1725 | |||
1726 | if (needsMeshing(pbs)) | ||
1727 | { | ||
1728 | try | ||
1729 | { | ||
1730 | mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
1731 | } | ||
1732 | catch(Exception e) | ||
1733 | { | ||
1734 | m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName); | ||
1735 | m_log.Debug(e.ToString()); | ||
1736 | mesh = null; | ||
1737 | return null; | ||
1738 | } | ||
1739 | } | ||
1740 | |||
1741 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); | ||
1742 | |||
1743 | return result; | ||
1744 | } | ||
1745 | |||
1746 | public override float TimeDilation | ||
1747 | { | ||
1748 | get { return m_timeDilation; } | ||
1749 | } | ||
1750 | |||
1751 | public override bool SupportsNINJAJoints | ||
1752 | { | ||
1753 | get { return m_NINJA_physics_joints_enabled; } | ||
1754 | } | ||
1755 | |||
1756 | // internal utility function: must be called within a lock (OdeLock) | ||
1757 | private void InternalAddActiveJoint(PhysicsJoint joint) | ||
1758 | { | ||
1759 | activeJoints.Add(joint); | ||
1760 | SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint); | ||
1761 | } | ||
1762 | |||
1763 | // internal utility function: must be called within a lock (OdeLock) | ||
1764 | private void InternalAddPendingJoint(OdePhysicsJoint joint) | ||
1765 | { | ||
1766 | pendingJoints.Add(joint); | ||
1767 | SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint); | ||
1768 | } | ||
1769 | |||
1770 | // internal utility function: must be called within a lock (OdeLock) | ||
1771 | private void InternalRemovePendingJoint(PhysicsJoint joint) | ||
1772 | { | ||
1773 | pendingJoints.Remove(joint); | ||
1774 | SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene); | ||
1775 | } | ||
1776 | |||
1777 | // internal utility function: must be called within a lock (OdeLock) | ||
1778 | private void InternalRemoveActiveJoint(PhysicsJoint joint) | ||
1779 | { | ||
1780 | activeJoints.Remove(joint); | ||
1781 | SOPName_to_activeJoint.Remove(joint.ObjectNameInScene); | ||
1782 | } | ||
1783 | |||
1784 | public override void DumpJointInfo() | ||
1785 | { | ||
1786 | string hdr = "[NINJA] JOINTINFO: "; | ||
1787 | foreach (PhysicsJoint j in pendingJoints) | ||
1788 | { | ||
1789 | m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1790 | } | ||
1791 | m_log.Debug(hdr + pendingJoints.Count + " total pending joints"); | ||
1792 | foreach (string jointName in SOPName_to_pendingJoint.Keys) | ||
1793 | { | ||
1794 | m_log.Debug(hdr + " pending joints dict contains Name: " + jointName); | ||
1795 | } | ||
1796 | m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries"); | ||
1797 | foreach (PhysicsJoint j in activeJoints) | ||
1798 | { | ||
1799 | m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1800 | } | ||
1801 | m_log.Debug(hdr + activeJoints.Count + " total active joints"); | ||
1802 | foreach (string jointName in SOPName_to_activeJoint.Keys) | ||
1803 | { | ||
1804 | m_log.Debug(hdr + " active joints dict contains Name: " + jointName); | ||
1805 | } | ||
1806 | m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries"); | ||
1807 | |||
1808 | m_log.Debug(hdr + " Per-body joint connectivity information follows."); | ||
1809 | m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints."); | ||
1810 | foreach (string actorName in joints_connecting_actor.Keys) | ||
1811 | { | ||
1812 | m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it"); | ||
1813 | foreach (PhysicsJoint j in joints_connecting_actor[actorName]) | ||
1814 | { | ||
1815 | m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1816 | } | ||
1817 | m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor"); | ||
1818 | } | ||
1819 | } | ||
1820 | |||
1821 | public override void RequestJointDeletion(string ObjectNameInScene) | ||
1822 | { | ||
1823 | lock (externalJointRequestsLock) | ||
1824 | { | ||
1825 | if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously | ||
1826 | { | ||
1827 | requestedJointsToBeDeleted.Add(ObjectNameInScene); | ||
1828 | } | ||
1829 | } | ||
1830 | } | ||
1831 | |||
1832 | private void DeleteRequestedJoints() | ||
1833 | { | ||
1834 | List<string> myRequestedJointsToBeDeleted; | ||
1835 | lock (externalJointRequestsLock) | ||
1836 | { | ||
1837 | // make a local copy of the shared list for processing (threading issues) | ||
1838 | myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted); | ||
1839 | } | ||
1840 | |||
1841 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1842 | { | ||
1843 | lock (OdeLock) | ||
1844 | { | ||
1845 | //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName); | ||
1846 | if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1847 | { | ||
1848 | OdePhysicsJoint joint = null; | ||
1849 | if (SOPName_to_activeJoint.ContainsKey(jointName)) | ||
1850 | { | ||
1851 | joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint; | ||
1852 | InternalRemoveActiveJoint(joint); | ||
1853 | } | ||
1854 | else if (SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1855 | { | ||
1856 | joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint; | ||
1857 | InternalRemovePendingJoint(joint); | ||
1858 | } | ||
1859 | |||
1860 | if (joint != null) | ||
1861 | { | ||
1862 | //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames); | ||
1863 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1864 | { | ||
1865 | string bodyName = joint.BodyNames[iBodyName]; | ||
1866 | if (bodyName != "NULL") | ||
1867 | { | ||
1868 | joints_connecting_actor[bodyName].Remove(joint); | ||
1869 | if (joints_connecting_actor[bodyName].Count == 0) | ||
1870 | { | ||
1871 | joints_connecting_actor.Remove(bodyName); | ||
1872 | } | ||
1873 | } | ||
1874 | } | ||
1875 | |||
1876 | DoJointDeactivated(joint); | ||
1877 | if (joint.jointID != IntPtr.Zero) | ||
1878 | { | ||
1879 | d.JointDestroy(joint.jointID); | ||
1880 | joint.jointID = IntPtr.Zero; | ||
1881 | //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName); | ||
1882 | } | ||
1883 | else | ||
1884 | { | ||
1885 | //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName); | ||
1886 | } | ||
1887 | } | ||
1888 | else | ||
1889 | { | ||
1890 | // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName); | ||
1891 | } | ||
1892 | } | ||
1893 | else | ||
1894 | { | ||
1895 | // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName); | ||
1896 | } | ||
1897 | } | ||
1898 | } | ||
1899 | |||
1900 | // remove processed joints from the shared list | ||
1901 | lock (externalJointRequestsLock) | ||
1902 | { | ||
1903 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1904 | { | ||
1905 | requestedJointsToBeDeleted.Remove(jointName); | ||
1906 | } | ||
1907 | } | ||
1908 | } | ||
1909 | |||
1910 | // for pending joints we don't know if their associated bodies exist yet or not. | ||
1911 | // the joint is actually created during processing of the taints | ||
1912 | private void CreateRequestedJoints() | ||
1913 | { | ||
1914 | List<PhysicsJoint> myRequestedJointsToBeCreated; | ||
1915 | lock (externalJointRequestsLock) | ||
1916 | { | ||
1917 | // make a local copy of the shared list for processing (threading issues) | ||
1918 | myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated); | ||
1919 | } | ||
1920 | |||
1921 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
1922 | { | ||
1923 | lock (OdeLock) | ||
1924 | { | ||
1925 | if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null) | ||
1926 | { | ||
1927 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1928 | continue; | ||
1929 | } | ||
1930 | if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null) | ||
1931 | { | ||
1932 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1933 | continue; | ||
1934 | } | ||
1935 | |||
1936 | InternalAddPendingJoint(joint as OdePhysicsJoint); | ||
1937 | |||
1938 | if (joint.BodyNames.Count >= 2) | ||
1939 | { | ||
1940 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1941 | { | ||
1942 | string bodyName = joint.BodyNames[iBodyName]; | ||
1943 | if (bodyName != "NULL") | ||
1944 | { | ||
1945 | if (!joints_connecting_actor.ContainsKey(bodyName)) | ||
1946 | { | ||
1947 | joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>()); | ||
1948 | } | ||
1949 | joints_connecting_actor[bodyName].Add(joint); | ||
1950 | } | ||
1951 | } | ||
1952 | } | ||
1953 | } | ||
1954 | } | ||
1955 | |||
1956 | // remove processed joints from shared list | ||
1957 | lock (externalJointRequestsLock) | ||
1958 | { | ||
1959 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
1960 | { | ||
1961 | requestedJointsToBeCreated.Remove(joint); | ||
1962 | } | ||
1963 | } | ||
1964 | } | ||
1965 | |||
1966 | /// <summary> | ||
1967 | /// Add a request for joint creation. | ||
1968 | /// </summary> | ||
1969 | /// <remarks> | ||
1970 | /// this joint will just be added to a waiting list that is NOT processed during the main | ||
1971 | /// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. | ||
1972 | /// </remarks> | ||
1973 | /// <param name="objectNameInScene"></param> | ||
1974 | /// <param name="jointType"></param> | ||
1975 | /// <param name="position"></param> | ||
1976 | /// <param name="rotation"></param> | ||
1977 | /// <param name="parms"></param> | ||
1978 | /// <param name="bodyNames"></param> | ||
1979 | /// <param name="trackedBodyName"></param> | ||
1980 | /// <param name="localRotation"></param> | ||
1981 | /// <returns></returns> | ||
1982 | public override PhysicsJoint RequestJointCreation( | ||
1983 | string objectNameInScene, PhysicsJointType jointType, Vector3 position, | ||
1984 | Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation) | ||
1985 | { | ||
1986 | OdePhysicsJoint joint = new OdePhysicsJoint(); | ||
1987 | joint.ObjectNameInScene = objectNameInScene; | ||
1988 | joint.Type = jointType; | ||
1989 | joint.Position = position; | ||
1990 | joint.Rotation = rotation; | ||
1991 | joint.RawParams = parms; | ||
1992 | joint.BodyNames = new List<string>(bodyNames); | ||
1993 | joint.TrackedBodyName = trackedBodyName; | ||
1994 | joint.LocalRotation = localRotation; | ||
1995 | joint.jointID = IntPtr.Zero; | ||
1996 | joint.ErrorMessageCount = 0; | ||
1997 | |||
1998 | lock (externalJointRequestsLock) | ||
1999 | { | ||
2000 | if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice | ||
2001 | { | ||
2002 | requestedJointsToBeCreated.Add(joint); | ||
2003 | } | ||
2004 | } | ||
2005 | |||
2006 | return joint; | ||
2007 | } | ||
2008 | |||
2009 | private void RemoveAllJointsConnectedToActor(PhysicsActor actor) | ||
2010 | { | ||
2011 | //m_log.Debug("RemoveAllJointsConnectedToActor: start"); | ||
2012 | if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null) | ||
2013 | { | ||
2014 | |||
2015 | List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>(); | ||
2016 | //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism) | ||
2017 | foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName]) | ||
2018 | { | ||
2019 | jointsToRemove.Add(j); | ||
2020 | } | ||
2021 | foreach (PhysicsJoint j in jointsToRemove) | ||
2022 | { | ||
2023 | //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene); | ||
2024 | RequestJointDeletion(j.ObjectNameInScene); | ||
2025 | //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene); | ||
2026 | j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing) | ||
2027 | } | ||
2028 | } | ||
2029 | } | ||
2030 | |||
2031 | public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor) | ||
2032 | { | ||
2033 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start"); | ||
2034 | lock (OdeLock) | ||
2035 | { | ||
2036 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock"); | ||
2037 | RemoveAllJointsConnectedToActor(actor); | ||
2038 | } | ||
2039 | } | ||
2040 | |||
2041 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2042 | public override Vector3 GetJointAnchor(PhysicsJoint joint) | ||
2043 | { | ||
2044 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2045 | d.Vector3 pos = new d.Vector3(); | ||
2046 | |||
2047 | if (!(joint is OdePhysicsJoint)) | ||
2048 | { | ||
2049 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2050 | } | ||
2051 | else | ||
2052 | { | ||
2053 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2054 | switch (odeJoint.Type) | ||
2055 | { | ||
2056 | case PhysicsJointType.Ball: | ||
2057 | d.JointGetBallAnchor(odeJoint.jointID, out pos); | ||
2058 | break; | ||
2059 | case PhysicsJointType.Hinge: | ||
2060 | d.JointGetHingeAnchor(odeJoint.jointID, out pos); | ||
2061 | break; | ||
2062 | } | ||
2063 | } | ||
2064 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
2065 | } | ||
2066 | |||
2067 | /// <summary> | ||
2068 | /// Get joint axis. | ||
2069 | /// </summary> | ||
2070 | /// <remarks> | ||
2071 | /// normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2072 | /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function | ||
2073 | /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by | ||
2074 | /// keeping track of the joint's original orientation relative to one of the involved bodies. | ||
2075 | /// </remarks> | ||
2076 | /// <param name="joint"></param> | ||
2077 | /// <returns></returns> | ||
2078 | public override Vector3 GetJointAxis(PhysicsJoint joint) | ||
2079 | { | ||
2080 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2081 | d.Vector3 axis = new d.Vector3(); | ||
2082 | |||
2083 | if (!(joint is OdePhysicsJoint)) | ||
2084 | { | ||
2085 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2086 | } | ||
2087 | else | ||
2088 | { | ||
2089 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2090 | switch (odeJoint.Type) | ||
2091 | { | ||
2092 | case PhysicsJointType.Ball: | ||
2093 | DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene); | ||
2094 | break; | ||
2095 | case PhysicsJointType.Hinge: | ||
2096 | d.JointGetHingeAxis(odeJoint.jointID, out axis); | ||
2097 | break; | ||
2098 | } | ||
2099 | } | ||
2100 | return new Vector3(axis.X, axis.Y, axis.Z); | ||
2101 | } | ||
2102 | |||
2103 | public void remActivePrim(OdePrim deactivatePrim) | ||
2104 | { | ||
2105 | lock (_activeprims) | ||
2106 | { | ||
2107 | _activeprims.Remove(deactivatePrim); | ||
2108 | } | ||
2109 | } | ||
2110 | |||
2111 | public override void RemovePrim(PhysicsActor prim) | ||
2112 | { | ||
2113 | if (prim is OdePrim) | ||
2114 | { | ||
2115 | lock (OdeLock) | ||
2116 | { | ||
2117 | OdePrim p = (OdePrim) prim; | ||
2118 | |||
2119 | p.setPrimForRemoval(); | ||
2120 | AddPhysicsActorTaint(prim); | ||
2121 | //RemovePrimThreadLocked(p); | ||
2122 | } | ||
2123 | } | ||
2124 | } | ||
2125 | |||
2126 | /// <summary> | ||
2127 | /// This is called from within simulate but outside the locked portion | ||
2128 | /// We need to do our own locking here | ||
2129 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
2130 | /// | ||
2131 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
2132 | /// that the space was using. | ||
2133 | /// </summary> | ||
2134 | /// <param name="prim"></param> | ||
2135 | public void RemovePrimThreadLocked(OdePrim prim) | ||
2136 | { | ||
2137 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
2138 | lock (prim) | ||
2139 | { | ||
2140 | remCollisionEventReporting(prim); | ||
2141 | lock (ode) | ||
2142 | { | ||
2143 | if (prim.prim_geom != IntPtr.Zero) | ||
2144 | { | ||
2145 | prim.ResetTaints(); | ||
2146 | |||
2147 | if (prim.IsPhysical) | ||
2148 | { | ||
2149 | prim.disableBody(); | ||
2150 | if (prim.childPrim) | ||
2151 | { | ||
2152 | prim.childPrim = false; | ||
2153 | prim.Body = IntPtr.Zero; | ||
2154 | prim.m_disabled = true; | ||
2155 | prim.IsPhysical = false; | ||
2156 | } | ||
2157 | |||
2158 | |||
2159 | } | ||
2160 | // we don't want to remove the main space | ||
2161 | |||
2162 | // If the geometry is in the targetspace, remove it from the target space | ||
2163 | //m_log.Warn(prim.m_targetSpace); | ||
2164 | |||
2165 | //if (prim.m_targetSpace != IntPtr.Zero) | ||
2166 | //{ | ||
2167 | //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) | ||
2168 | //{ | ||
2169 | |||
2170 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2171 | //{ | ||
2172 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2173 | //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); | ||
2174 | prim.m_targetSpace = IntPtr.Zero; | ||
2175 | //} | ||
2176 | //else | ||
2177 | //{ | ||
2178 | // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2179 | //((OdePrim)prim).m_targetSpace.ToString()); | ||
2180 | //} | ||
2181 | |||
2182 | //} | ||
2183 | //} | ||
2184 | //m_log.Warn(prim.prim_geom); | ||
2185 | try | ||
2186 | { | ||
2187 | if (prim.prim_geom != IntPtr.Zero) | ||
2188 | { | ||
2189 | d.GeomDestroy(prim.prim_geom); | ||
2190 | prim.prim_geom = IntPtr.Zero; | ||
2191 | } | ||
2192 | else | ||
2193 | { | ||
2194 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); | ||
2195 | } | ||
2196 | } | ||
2197 | catch (AccessViolationException) | ||
2198 | { | ||
2199 | m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); | ||
2200 | } | ||
2201 | lock (_prims) | ||
2202 | _prims.Remove(prim); | ||
2203 | |||
2204 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2205 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | ||
2206 | //{ | ||
2207 | //if (prim.m_targetSpace != null) | ||
2208 | //{ | ||
2209 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2210 | //{ | ||
2211 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2212 | //d.SpaceRemove(space, prim.m_targetSpace); | ||
2213 | // free up memory used by the space. | ||
2214 | //d.SpaceDestroy(prim.m_targetSpace); | ||
2215 | //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); | ||
2216 | //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); | ||
2217 | //} | ||
2218 | //else | ||
2219 | //{ | ||
2220 | //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2221 | //((OdePrim) prim).m_targetSpace.ToString()); | ||
2222 | //} | ||
2223 | //} | ||
2224 | //} | ||
2225 | |||
2226 | if (SupportsNINJAJoints) | ||
2227 | { | ||
2228 | RemoveAllJointsConnectedToActorThreadLocked(prim); | ||
2229 | } | ||
2230 | } | ||
2231 | } | ||
2232 | } | ||
2233 | } | ||
2234 | |||
2235 | #endregion | ||
2236 | |||
2237 | #region Space Separation Calculation | ||
2238 | |||
2239 | /// <summary> | ||
2240 | /// Takes a space pointer and zeros out the array we're using to hold the spaces | ||
2241 | /// </summary> | ||
2242 | /// <param name="pSpace"></param> | ||
2243 | public void resetSpaceArrayItemToZero(IntPtr pSpace) | ||
2244 | { | ||
2245 | for (int x = 0; x < staticPrimspace.GetLength(0); x++) | ||
2246 | { | ||
2247 | for (int y = 0; y < staticPrimspace.GetLength(1); y++) | ||
2248 | { | ||
2249 | if (staticPrimspace[x, y] == pSpace) | ||
2250 | staticPrimspace[x, y] = IntPtr.Zero; | ||
2251 | } | ||
2252 | } | ||
2253 | } | ||
2254 | |||
2255 | public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) | ||
2256 | { | ||
2257 | staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; | ||
2258 | } | ||
2259 | |||
2260 | /// <summary> | ||
2261 | /// Called when a static prim moves. Allocates a space for the prim based on its position | ||
2262 | /// </summary> | ||
2263 | /// <param name="geom">the pointer to the geom that moved</param> | ||
2264 | /// <param name="pos">the position that the geom moved to</param> | ||
2265 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
2266 | /// <returns>a pointer to the new space it's in</returns> | ||
2267 | public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
2268 | { | ||
2269 | // Called from setting the Position and Size of an ODEPrim so | ||
2270 | // it's already in locked space. | ||
2271 | |||
2272 | // we don't want to remove the main space | ||
2273 | // we don't need to test physical here because this function should | ||
2274 | // never be called if the prim is physical(active) | ||
2275 | |||
2276 | // All physical prim end up in the root space | ||
2277 | //Thread.Sleep(20); | ||
2278 | if (currentspace != space) | ||
2279 | { | ||
2280 | //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString()); | ||
2281 | //if (currentspace == IntPtr.Zero) | ||
2282 | //{ | ||
2283 | //int adfadf = 0; | ||
2284 | //} | ||
2285 | if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero) | ||
2286 | { | ||
2287 | if (d.GeomIsSpace(currentspace)) | ||
2288 | { | ||
2289 | waitForSpaceUnlock(currentspace); | ||
2290 | d.SpaceRemove(currentspace, geom); | ||
2291 | } | ||
2292 | else | ||
2293 | { | ||
2294 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace + | ||
2295 | " Geom:" + geom); | ||
2296 | } | ||
2297 | } | ||
2298 | else | ||
2299 | { | ||
2300 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2301 | if (sGeomIsIn != IntPtr.Zero) | ||
2302 | { | ||
2303 | if (d.GeomIsSpace(currentspace)) | ||
2304 | { | ||
2305 | waitForSpaceUnlock(sGeomIsIn); | ||
2306 | d.SpaceRemove(sGeomIsIn, geom); | ||
2307 | } | ||
2308 | else | ||
2309 | { | ||
2310 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2311 | sGeomIsIn + " Geom:" + geom); | ||
2312 | } | ||
2313 | } | ||
2314 | } | ||
2315 | |||
2316 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2317 | if (d.SpaceGetNumGeoms(currentspace) == 0) | ||
2318 | { | ||
2319 | if (currentspace != IntPtr.Zero) | ||
2320 | { | ||
2321 | if (d.GeomIsSpace(currentspace)) | ||
2322 | { | ||
2323 | waitForSpaceUnlock(currentspace); | ||
2324 | waitForSpaceUnlock(space); | ||
2325 | d.SpaceRemove(space, currentspace); | ||
2326 | // free up memory used by the space. | ||
2327 | |||
2328 | //d.SpaceDestroy(currentspace); | ||
2329 | resetSpaceArrayItemToZero(currentspace); | ||
2330 | } | ||
2331 | else | ||
2332 | { | ||
2333 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2334 | currentspace + " Geom:" + geom); | ||
2335 | } | ||
2336 | } | ||
2337 | } | ||
2338 | } | ||
2339 | else | ||
2340 | { | ||
2341 | // this is a physical object that got disabled. ;.; | ||
2342 | if (currentspace != IntPtr.Zero && geom != IntPtr.Zero) | ||
2343 | { | ||
2344 | if (d.SpaceQuery(currentspace, geom)) | ||
2345 | { | ||
2346 | if (d.GeomIsSpace(currentspace)) | ||
2347 | { | ||
2348 | waitForSpaceUnlock(currentspace); | ||
2349 | d.SpaceRemove(currentspace, geom); | ||
2350 | } | ||
2351 | else | ||
2352 | { | ||
2353 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2354 | currentspace + " Geom:" + geom); | ||
2355 | } | ||
2356 | } | ||
2357 | else | ||
2358 | { | ||
2359 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2360 | if (sGeomIsIn != IntPtr.Zero) | ||
2361 | { | ||
2362 | if (d.GeomIsSpace(sGeomIsIn)) | ||
2363 | { | ||
2364 | waitForSpaceUnlock(sGeomIsIn); | ||
2365 | d.SpaceRemove(sGeomIsIn, geom); | ||
2366 | } | ||
2367 | else | ||
2368 | { | ||
2369 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2370 | sGeomIsIn + " Geom:" + geom); | ||
2371 | } | ||
2372 | } | ||
2373 | } | ||
2374 | } | ||
2375 | } | ||
2376 | |||
2377 | // The routines in the Position and Size sections do the 'inserting' into the space, | ||
2378 | // so all we have to do is make sure that the space that we're putting the prim into | ||
2379 | // is in the 'main' space. | ||
2380 | int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); | ||
2381 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
2382 | |||
2383 | if (newspace == IntPtr.Zero) | ||
2384 | { | ||
2385 | newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
2386 | d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh); | ||
2387 | } | ||
2388 | |||
2389 | return newspace; | ||
2390 | } | ||
2391 | |||
2392 | /// <summary> | ||
2393 | /// Creates a new space at X Y | ||
2394 | /// </summary> | ||
2395 | /// <param name="iprimspaceArrItemX"></param> | ||
2396 | /// <param name="iprimspaceArrItemY"></param> | ||
2397 | /// <returns>A pointer to the created space</returns> | ||
2398 | public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) | ||
2399 | { | ||
2400 | // creating a new space for prim and inserting it into main space. | ||
2401 | staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); | ||
2402 | d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space); | ||
2403 | waitForSpaceUnlock(space); | ||
2404 | d.SpaceSetSublevel(space, 1); | ||
2405 | d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); | ||
2406 | return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; | ||
2407 | } | ||
2408 | |||
2409 | /// <summary> | ||
2410 | /// Calculates the space the prim should be in by its position | ||
2411 | /// </summary> | ||
2412 | /// <param name="pos"></param> | ||
2413 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
2414 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
2415 | { | ||
2416 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); | ||
2417 | //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); | ||
2418 | return staticPrimspace[xyspace[0], xyspace[1]]; | ||
2419 | } | ||
2420 | |||
2421 | /// <summary> | ||
2422 | /// Holds the space allocation logic | ||
2423 | /// </summary> | ||
2424 | /// <param name="pos"></param> | ||
2425 | /// <returns>an array item based on the position</returns> | ||
2426 | public int[] calculateSpaceArrayItemFromPos(Vector3 pos) | ||
2427 | { | ||
2428 | int[] returnint = new int[2]; | ||
2429 | |||
2430 | returnint[0] = (int) (pos.X/metersInSpace); | ||
2431 | |||
2432 | if (returnint[0] > ((int) (259f/metersInSpace))) | ||
2433 | returnint[0] = ((int) (259f/metersInSpace)); | ||
2434 | if (returnint[0] < 0) | ||
2435 | returnint[0] = 0; | ||
2436 | |||
2437 | returnint[1] = (int) (pos.Y/metersInSpace); | ||
2438 | if (returnint[1] > ((int) (259f/metersInSpace))) | ||
2439 | returnint[1] = ((int) (259f/metersInSpace)); | ||
2440 | if (returnint[1] < 0) | ||
2441 | returnint[1] = 0; | ||
2442 | |||
2443 | return returnint; | ||
2444 | } | ||
2445 | |||
2446 | #endregion | ||
2447 | |||
2448 | /// <summary> | ||
2449 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
2450 | /// </summary> | ||
2451 | /// <param name="pbs"></param> | ||
2452 | /// <returns></returns> | ||
2453 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
2454 | { | ||
2455 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
2456 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
2457 | // convenient place to do it for now... | ||
2458 | |||
2459 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
2460 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
2461 | int iPropertiesNotSupportedDefault = 0; | ||
2462 | |||
2463 | if (pbs.SculptEntry && !meshSculptedPrim) | ||
2464 | { | ||
2465 | #if SPAM | ||
2466 | m_log.Warn("NonMesh"); | ||
2467 | #endif | ||
2468 | return false; | ||
2469 | } | ||
2470 | |||
2471 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim | ||
2472 | if (!forceSimplePrimMeshing && !pbs.SculptEntry) | ||
2473 | { | ||
2474 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2475 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
2476 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
2477 | { | ||
2478 | |||
2479 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
2480 | && pbs.ProfileHollow == 0 | ||
2481 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
2482 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
2483 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
2484 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
2485 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
2486 | { | ||
2487 | #if SPAM | ||
2488 | m_log.Warn("NonMesh"); | ||
2489 | #endif | ||
2490 | return false; | ||
2491 | } | ||
2492 | } | ||
2493 | } | ||
2494 | |||
2495 | if (pbs.ProfileHollow != 0) | ||
2496 | iPropertiesNotSupportedDefault++; | ||
2497 | |||
2498 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
2499 | iPropertiesNotSupportedDefault++; | ||
2500 | |||
2501 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
2502 | iPropertiesNotSupportedDefault++; | ||
2503 | |||
2504 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
2505 | iPropertiesNotSupportedDefault++; | ||
2506 | |||
2507 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
2508 | iPropertiesNotSupportedDefault++; | ||
2509 | |||
2510 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
2511 | iPropertiesNotSupportedDefault++; | ||
2512 | |||
2513 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2514 | iPropertiesNotSupportedDefault++; | ||
2515 | |||
2516 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
2517 | iPropertiesNotSupportedDefault++; | ||
2518 | |||
2519 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
2520 | iPropertiesNotSupportedDefault++; | ||
2521 | |||
2522 | // test for torus | ||
2523 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
2524 | { | ||
2525 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2526 | { | ||
2527 | iPropertiesNotSupportedDefault++; | ||
2528 | } | ||
2529 | } | ||
2530 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
2531 | { | ||
2532 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2533 | { | ||
2534 | iPropertiesNotSupportedDefault++; | ||
2535 | } | ||
2536 | |||
2537 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
2538 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2539 | { | ||
2540 | iPropertiesNotSupportedDefault++; | ||
2541 | } | ||
2542 | } | ||
2543 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
2544 | { | ||
2545 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
2546 | { | ||
2547 | iPropertiesNotSupportedDefault++; | ||
2548 | } | ||
2549 | } | ||
2550 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
2551 | { | ||
2552 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2553 | { | ||
2554 | iPropertiesNotSupportedDefault++; | ||
2555 | } | ||
2556 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2557 | { | ||
2558 | iPropertiesNotSupportedDefault++; | ||
2559 | } | ||
2560 | } | ||
2561 | |||
2562 | if (pbs.SculptEntry && meshSculptedPrim) | ||
2563 | iPropertiesNotSupportedDefault++; | ||
2564 | |||
2565 | if (iPropertiesNotSupportedDefault == 0) | ||
2566 | { | ||
2567 | #if SPAM | ||
2568 | m_log.Warn("NonMesh"); | ||
2569 | #endif | ||
2570 | return false; | ||
2571 | } | ||
2572 | #if SPAM | ||
2573 | m_log.Debug("Mesh"); | ||
2574 | #endif | ||
2575 | return true; | ||
2576 | } | ||
2577 | |||
2578 | /// <summary> | ||
2579 | /// Called after our prim properties are set Scale, position etc. | ||
2580 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
2581 | /// This assures us that we have no race conditions | ||
2582 | /// </summary> | ||
2583 | /// <param name="prim"></param> | ||
2584 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
2585 | { | ||
2586 | if (prim is OdePrim) | ||
2587 | { | ||
2588 | OdePrim taintedprim = ((OdePrim) prim); | ||
2589 | lock (_taintedPrimLock) | ||
2590 | { | ||
2591 | if (!(_taintedPrimH.Contains(taintedprim))) | ||
2592 | { | ||
2593 | //Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName); | ||
2594 | _taintedPrimH.Add(taintedprim); // HashSet for searching | ||
2595 | _taintedPrimL.Add(taintedprim); // List for ordered readout | ||
2596 | } | ||
2597 | } | ||
2598 | return; | ||
2599 | } | ||
2600 | else if (prim is OdeCharacter) | ||
2601 | { | ||
2602 | OdeCharacter taintedchar = ((OdeCharacter)prim); | ||
2603 | lock (_taintedActors) | ||
2604 | { | ||
2605 | if (!(_taintedActors.Contains(taintedchar))) | ||
2606 | { | ||
2607 | _taintedActors.Add(taintedchar); | ||
2608 | if (taintedchar.bad) | ||
2609 | m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid); | ||
2610 | } | ||
2611 | } | ||
2612 | } | ||
2613 | } | ||
2614 | |||
2615 | /// <summary> | ||
2616 | /// This is our main simulate loop | ||
2617 | /// It's thread locked by a Mutex in the scene. | ||
2618 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
2619 | /// It moves the objects around in memory | ||
2620 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
2621 | /// </summary> | ||
2622 | /// <param name="timeStep"></param> | ||
2623 | /// <returns></returns> | ||
2624 | public override float Simulate(float timeStep) | ||
2625 | { | ||
2626 | if (framecount >= int.MaxValue) | ||
2627 | framecount = 0; | ||
2628 | |||
2629 | //if (m_worldOffset != Vector3.Zero) | ||
2630 | // return 0; | ||
2631 | |||
2632 | framecount++; | ||
2633 | |||
2634 | float fps = 0; | ||
2635 | //m_log.Info(timeStep.ToString()); | ||
2636 | step_time += timeStep; | ||
2637 | |||
2638 | // If We're loaded down by something else, | ||
2639 | // or debugging with the Visual Studio project on pause | ||
2640 | // skip a few frames to catch up gracefully. | ||
2641 | // without shooting the physicsactors all over the place | ||
2642 | |||
2643 | if (step_time >= m_SkipFramesAtms) | ||
2644 | { | ||
2645 | // Instead of trying to catch up, it'll do 5 physics frames only | ||
2646 | step_time = ODE_STEPSIZE; | ||
2647 | m_physicsiterations = 5; | ||
2648 | } | ||
2649 | else | ||
2650 | { | ||
2651 | m_physicsiterations = 10; | ||
2652 | } | ||
2653 | |||
2654 | if (SupportsNINJAJoints) | ||
2655 | { | ||
2656 | DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2657 | CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2658 | } | ||
2659 | |||
2660 | lock (OdeLock) | ||
2661 | { | ||
2662 | // Process 10 frames if the sim is running normal.. | ||
2663 | // process 5 frames if the sim is running slow | ||
2664 | //try | ||
2665 | //{ | ||
2666 | //d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
2667 | //} | ||
2668 | //catch (StackOverflowException) | ||
2669 | //{ | ||
2670 | // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
2671 | // ode.drelease(world); | ||
2672 | //base.TriggerPhysicsBasedRestart(); | ||
2673 | //} | ||
2674 | |||
2675 | int i = 0; | ||
2676 | |||
2677 | // Figure out the Frames Per Second we're going at. | ||
2678 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size | ||
2679 | |||
2680 | fps = (step_time / ODE_STEPSIZE) * 1000; | ||
2681 | // HACK: Using a time dilation of 1.0 to debug rubberbanding issues | ||
2682 | //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); | ||
2683 | |||
2684 | step_time = 0.09375f; | ||
2685 | |||
2686 | while (step_time > 0.0f) | ||
2687 | { | ||
2688 | //lock (ode) | ||
2689 | //{ | ||
2690 | //if (!ode.lockquery()) | ||
2691 | //{ | ||
2692 | // ode.dlock(world); | ||
2693 | try | ||
2694 | { | ||
2695 | // Insert, remove Characters | ||
2696 | bool processedtaints = false; | ||
2697 | |||
2698 | lock (_taintedActors) | ||
2699 | { | ||
2700 | if (_taintedActors.Count > 0) | ||
2701 | { | ||
2702 | foreach (OdeCharacter character in _taintedActors) | ||
2703 | { | ||
2704 | character.ProcessTaints(timeStep); | ||
2705 | |||
2706 | processedtaints = true; | ||
2707 | //character.m_collisionscore = 0; | ||
2708 | } | ||
2709 | |||
2710 | if (processedtaints) | ||
2711 | _taintedActors.Clear(); | ||
2712 | } | ||
2713 | } | ||
2714 | |||
2715 | // Modify other objects in the scene. | ||
2716 | processedtaints = false; | ||
2717 | |||
2718 | lock (_taintedPrimLock) | ||
2719 | { | ||
2720 | foreach (OdePrim prim in _taintedPrimL) | ||
2721 | { | ||
2722 | if (prim.m_taintremove) | ||
2723 | { | ||
2724 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | ||
2725 | RemovePrimThreadLocked(prim); | ||
2726 | } | ||
2727 | else | ||
2728 | { | ||
2729 | //Console.WriteLine("Simulate calls ProcessTaints"); | ||
2730 | prim.ProcessTaints(timeStep); | ||
2731 | } | ||
2732 | processedtaints = true; | ||
2733 | prim.m_collisionscore = 0; | ||
2734 | |||
2735 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2736 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2737 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2738 | // timing the heartbeat out we will need to uncomment it | ||
2739 | //Watchdog.UpdateThread(); | ||
2740 | } | ||
2741 | |||
2742 | if (SupportsNINJAJoints) | ||
2743 | { | ||
2744 | // Create pending joints, if possible | ||
2745 | |||
2746 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | ||
2747 | // a joint requires specifying the body id of both involved bodies | ||
2748 | if (pendingJoints.Count > 0) | ||
2749 | { | ||
2750 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | ||
2751 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | ||
2752 | foreach (PhysicsJoint joint in pendingJoints) | ||
2753 | { | ||
2754 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2755 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2756 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2757 | bool allJointBodiesAreReady = true; | ||
2758 | foreach (string jointParam in jointParams) | ||
2759 | { | ||
2760 | if (jointParam == "NULL") | ||
2761 | { | ||
2762 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2763 | jointBodies.Add(IntPtr.Zero); | ||
2764 | } | ||
2765 | else | ||
2766 | { | ||
2767 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2768 | bool foundPrim = false; | ||
2769 | lock (_prims) | ||
2770 | { | ||
2771 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2772 | { | ||
2773 | if (prim.SOPName == jointParam) | ||
2774 | { | ||
2775 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2776 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2777 | { | ||
2778 | jointBodies.Add(prim.Body); | ||
2779 | foundPrim = true; | ||
2780 | break; | ||
2781 | } | ||
2782 | else | ||
2783 | { | ||
2784 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2785 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2786 | "IsPhysical property is " + prim.IsPhysical + | ||
2787 | " and body is " + prim.Body); | ||
2788 | foundPrim = false; | ||
2789 | break; | ||
2790 | } | ||
2791 | } | ||
2792 | } | ||
2793 | } | ||
2794 | if (foundPrim) | ||
2795 | { | ||
2796 | // all is fine | ||
2797 | } | ||
2798 | else | ||
2799 | { | ||
2800 | allJointBodiesAreReady = false; | ||
2801 | break; | ||
2802 | } | ||
2803 | } | ||
2804 | } | ||
2805 | if (allJointBodiesAreReady) | ||
2806 | { | ||
2807 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2808 | if (jointBodies[0] == jointBodies[1]) | ||
2809 | { | ||
2810 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2811 | } | ||
2812 | else | ||
2813 | { | ||
2814 | switch (joint.Type) | ||
2815 | { | ||
2816 | case PhysicsJointType.Ball: | ||
2817 | { | ||
2818 | IntPtr odeJoint; | ||
2819 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2820 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2821 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2822 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2823 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2824 | d.JointSetBallAnchor(odeJoint, | ||
2825 | joint.Position.X, | ||
2826 | joint.Position.Y, | ||
2827 | joint.Position.Z); | ||
2828 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
2829 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
2830 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
2831 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
2832 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
2833 | |||
2834 | if (joint is OdePhysicsJoint) | ||
2835 | { | ||
2836 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2837 | } | ||
2838 | else | ||
2839 | { | ||
2840 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2841 | } | ||
2842 | } | ||
2843 | break; | ||
2844 | case PhysicsJointType.Hinge: | ||
2845 | { | ||
2846 | IntPtr odeJoint; | ||
2847 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
2848 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
2849 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2850 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2851 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2852 | d.JointSetHingeAnchor(odeJoint, | ||
2853 | joint.Position.X, | ||
2854 | joint.Position.Y, | ||
2855 | joint.Position.Z); | ||
2856 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
2857 | // as the axis for the hinge. | ||
2858 | |||
2859 | // Therefore, we must get the joint's coordinate frame based on the | ||
2860 | // joint.Rotation field, which originates from the orientation of the | ||
2861 | // joint's proxy object in the scene. | ||
2862 | |||
2863 | // The joint's coordinate frame is defined as the transformation matrix | ||
2864 | // that converts a vector from joint-local coordinates into world coordinates. | ||
2865 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
2866 | // as shown in the top status-bar of the viewer. | ||
2867 | |||
2868 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
2869 | // and use that as the hinge axis. | ||
2870 | |||
2871 | //joint.Rotation.Normalize(); | ||
2872 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
2873 | |||
2874 | // Now extract the X axis of the joint's coordinate frame. | ||
2875 | |||
2876 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
2877 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
2878 | // (In other words, Matrix4.AtAxis() is borked.) | ||
2879 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
2880 | |||
2881 | // Instead, compute the X axis of the coordinate frame by transforming | ||
2882 | // the (1,0,0) vector. At least that works. | ||
2883 | |||
2884 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
2885 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
2886 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
2887 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
2888 | d.JointSetHingeAxis(odeJoint, | ||
2889 | jointAxis.X, | ||
2890 | jointAxis.Y, | ||
2891 | jointAxis.Z); | ||
2892 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
2893 | if (joint is OdePhysicsJoint) | ||
2894 | { | ||
2895 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2896 | } | ||
2897 | else | ||
2898 | { | ||
2899 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2900 | } | ||
2901 | } | ||
2902 | break; | ||
2903 | } | ||
2904 | successfullyProcessedPendingJoints.Add(joint); | ||
2905 | } | ||
2906 | } | ||
2907 | else | ||
2908 | { | ||
2909 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
2910 | } | ||
2911 | } | ||
2912 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
2913 | { | ||
2914 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
2915 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
2916 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
2917 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
2918 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
2919 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
2920 | } | ||
2921 | } | ||
2922 | } | ||
2923 | |||
2924 | if (processedtaints) | ||
2925 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | ||
2926 | _taintedPrimH.Clear(); | ||
2927 | _taintedPrimL.Clear(); | ||
2928 | } | ||
2929 | |||
2930 | // Move characters | ||
2931 | lock (_characters) | ||
2932 | { | ||
2933 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2934 | foreach (OdeCharacter actor in _characters) | ||
2935 | { | ||
2936 | if (actor != null) | ||
2937 | actor.Move(timeStep, defects); | ||
2938 | } | ||
2939 | if (0 != defects.Count) | ||
2940 | { | ||
2941 | foreach (OdeCharacter defect in defects) | ||
2942 | { | ||
2943 | RemoveCharacter(defect); | ||
2944 | } | ||
2945 | } | ||
2946 | } | ||
2947 | |||
2948 | // Move other active objects | ||
2949 | lock (_activeprims) | ||
2950 | { | ||
2951 | foreach (OdePrim prim in _activeprims) | ||
2952 | { | ||
2953 | prim.m_collisionscore = 0; | ||
2954 | prim.Move(timeStep); | ||
2955 | } | ||
2956 | } | ||
2957 | |||
2958 | //if ((framecount % m_randomizeWater) == 0) | ||
2959 | // randomizeWater(waterlevel); | ||
2960 | |||
2961 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | ||
2962 | m_rayCastManager.ProcessQueuedRequests(); | ||
2963 | |||
2964 | collision_optimized(timeStep); | ||
2965 | |||
2966 | lock (_collisionEventPrim) | ||
2967 | { | ||
2968 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
2969 | { | ||
2970 | if (obj == null) | ||
2971 | continue; | ||
2972 | |||
2973 | switch ((ActorTypes)obj.PhysicsActorType) | ||
2974 | { | ||
2975 | case ActorTypes.Agent: | ||
2976 | OdeCharacter cobj = (OdeCharacter)obj; | ||
2977 | cobj.AddCollisionFrameTime(100); | ||
2978 | cobj.SendCollisions(); | ||
2979 | break; | ||
2980 | case ActorTypes.Prim: | ||
2981 | OdePrim pobj = (OdePrim)obj; | ||
2982 | pobj.SendCollisions(); | ||
2983 | break; | ||
2984 | } | ||
2985 | } | ||
2986 | } | ||
2987 | |||
2988 | //if (m_global_contactcount > 5) | ||
2989 | //{ | ||
2990 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); | ||
2991 | //} | ||
2992 | |||
2993 | m_global_contactcount = 0; | ||
2994 | |||
2995 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
2996 | d.JointGroupEmpty(contactgroup); | ||
2997 | //ode.dunlock(world); | ||
2998 | } | ||
2999 | catch (Exception e) | ||
3000 | { | ||
3001 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
3002 | ode.dunlock(world); | ||
3003 | } | ||
3004 | |||
3005 | step_time -= ODE_STEPSIZE; | ||
3006 | i++; | ||
3007 | //} | ||
3008 | //else | ||
3009 | //{ | ||
3010 | //fps = 0; | ||
3011 | //} | ||
3012 | //} | ||
3013 | } | ||
3014 | |||
3015 | lock (_characters) | ||
3016 | { | ||
3017 | foreach (OdeCharacter actor in _characters) | ||
3018 | { | ||
3019 | if (actor != null) | ||
3020 | { | ||
3021 | if (actor.bad) | ||
3022 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
3023 | actor.UpdatePositionAndVelocity(); | ||
3024 | } | ||
3025 | } | ||
3026 | } | ||
3027 | |||
3028 | lock (_badCharacter) | ||
3029 | { | ||
3030 | if (_badCharacter.Count > 0) | ||
3031 | { | ||
3032 | foreach (OdeCharacter chr in _badCharacter) | ||
3033 | { | ||
3034 | RemoveCharacter(chr); | ||
3035 | } | ||
3036 | _badCharacter.Clear(); | ||
3037 | } | ||
3038 | } | ||
3039 | |||
3040 | lock (_activeprims) | ||
3041 | { | ||
3042 | //if (timeStep < 0.2f) | ||
3043 | { | ||
3044 | foreach (OdePrim actor in _activeprims) | ||
3045 | { | ||
3046 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) | ||
3047 | { | ||
3048 | actor.UpdatePositionAndVelocity(); | ||
3049 | |||
3050 | if (SupportsNINJAJoints) | ||
3051 | { | ||
3052 | // If an actor moved, move its joint proxy objects as well. | ||
3053 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3054 | // for this purpose but it is never called! So we just do the joint | ||
3055 | // movement code here. | ||
3056 | |||
3057 | if (actor.SOPName != null && | ||
3058 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3059 | joints_connecting_actor[actor.SOPName] != null && | ||
3060 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3061 | { | ||
3062 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3063 | { | ||
3064 | if (affectedJoint.IsInPhysicsEngine) | ||
3065 | { | ||
3066 | DoJointMoved(affectedJoint); | ||
3067 | } | ||
3068 | else | ||
3069 | { | ||
3070 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3071 | } | ||
3072 | } | ||
3073 | } | ||
3074 | } | ||
3075 | } | ||
3076 | } | ||
3077 | } | ||
3078 | } | ||
3079 | |||
3080 | //DumpJointInfo(); | ||
3081 | |||
3082 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
3083 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
3084 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
3085 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | ||
3086 | { | ||
3087 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
3088 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
3089 | |||
3090 | if (physics_logging_append_existing_logfile) | ||
3091 | { | ||
3092 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
3093 | TextWriter fwriter = File.AppendText(fname); | ||
3094 | fwriter.WriteLine(header); | ||
3095 | fwriter.Close(); | ||
3096 | } | ||
3097 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
3098 | } | ||
3099 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | ||
3100 | |||
3101 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | ||
3102 | // has a max of 100 ms to run theoretically. | ||
3103 | // If the main loop stalls, it calls Simulate later which makes the tick count ms larger. | ||
3104 | // If Physics stalls, it takes longer which makes the tick count ms larger. | ||
3105 | |||
3106 | if (latertickcount < 100) | ||
3107 | m_timeDilation = 1.0f; | ||
3108 | else | ||
3109 | { | ||
3110 | m_timeDilation = 100f / latertickcount; | ||
3111 | //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f); | ||
3112 | } | ||
3113 | |||
3114 | tickCountFrameRun = Util.EnvironmentTickCount(); | ||
3115 | } | ||
3116 | |||
3117 | return fps; | ||
3118 | } | ||
3119 | |||
3120 | public override void GetResults() | ||
3121 | { | ||
3122 | } | ||
3123 | |||
3124 | public override bool IsThreaded | ||
3125 | { | ||
3126 | // for now we won't be multithreaded | ||
3127 | get { return (false); } | ||
3128 | } | ||
3129 | |||
3130 | #region ODE Specific Terrain Fixes | ||
3131 | public float[] ResizeTerrain512NearestNeighbour(float[] heightMap) | ||
3132 | { | ||
3133 | float[] returnarr = new float[262144]; | ||
3134 | float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; | ||
3135 | |||
3136 | // Filling out the array into its multi-dimensional components | ||
3137 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3138 | { | ||
3139 | for (int x = 0; x < WorldExtents.X; x++) | ||
3140 | { | ||
3141 | resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; | ||
3142 | } | ||
3143 | } | ||
3144 | |||
3145 | // Resize using Nearest Neighbour | ||
3146 | |||
3147 | // This particular way is quick but it only works on a multiple of the original | ||
3148 | |||
3149 | // The idea behind this method can be described with the following diagrams | ||
3150 | // second pass and third pass happen in the same loop really.. just separated | ||
3151 | // them to show what this does. | ||
3152 | |||
3153 | // First Pass | ||
3154 | // ResultArr: | ||
3155 | // 1,1,1,1,1,1 | ||
3156 | // 1,1,1,1,1,1 | ||
3157 | // 1,1,1,1,1,1 | ||
3158 | // 1,1,1,1,1,1 | ||
3159 | // 1,1,1,1,1,1 | ||
3160 | // 1,1,1,1,1,1 | ||
3161 | |||
3162 | // Second Pass | ||
3163 | // ResultArr2: | ||
3164 | // 1,,1,,1,,1,,1,,1, | ||
3165 | // ,,,,,,,,,, | ||
3166 | // 1,,1,,1,,1,,1,,1, | ||
3167 | // ,,,,,,,,,, | ||
3168 | // 1,,1,,1,,1,,1,,1, | ||
3169 | // ,,,,,,,,,, | ||
3170 | // 1,,1,,1,,1,,1,,1, | ||
3171 | // ,,,,,,,,,, | ||
3172 | // 1,,1,,1,,1,,1,,1, | ||
3173 | // ,,,,,,,,,, | ||
3174 | // 1,,1,,1,,1,,1,,1, | ||
3175 | |||
3176 | // Third pass fills in the blanks | ||
3177 | // ResultArr2: | ||
3178 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3179 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3180 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3181 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3182 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3183 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3184 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3185 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3186 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3187 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3188 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3189 | |||
3190 | // X,Y = . | ||
3191 | // X+1,y = ^ | ||
3192 | // X,Y+1 = * | ||
3193 | // X+1,Y+1 = # | ||
3194 | |||
3195 | // Filling in like this; | ||
3196 | // .* | ||
3197 | // ^# | ||
3198 | // 1st . | ||
3199 | // 2nd * | ||
3200 | // 3rd ^ | ||
3201 | // 4th # | ||
3202 | // on single loop. | ||
3203 | |||
3204 | float[,] resultarr2 = new float[512, 512]; | ||
3205 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3206 | { | ||
3207 | for (int x = 0; x < WorldExtents.X; x++) | ||
3208 | { | ||
3209 | resultarr2[y * 2, x * 2] = resultarr[y, x]; | ||
3210 | |||
3211 | if (y < WorldExtents.Y) | ||
3212 | { | ||
3213 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | ||
3214 | } | ||
3215 | if (x < WorldExtents.X) | ||
3216 | { | ||
3217 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | ||
3218 | } | ||
3219 | if (x < WorldExtents.X && y < WorldExtents.Y) | ||
3220 | { | ||
3221 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | ||
3222 | } | ||
3223 | } | ||
3224 | } | ||
3225 | |||
3226 | //Flatten out the array | ||
3227 | int i = 0; | ||
3228 | for (int y = 0; y < 512; y++) | ||
3229 | { | ||
3230 | for (int x = 0; x < 512; x++) | ||
3231 | { | ||
3232 | if (resultarr2[y, x] <= 0) | ||
3233 | returnarr[i] = 0.0000001f; | ||
3234 | else | ||
3235 | returnarr[i] = resultarr2[y, x]; | ||
3236 | |||
3237 | i++; | ||
3238 | } | ||
3239 | } | ||
3240 | |||
3241 | return returnarr; | ||
3242 | } | ||
3243 | |||
3244 | public float[] ResizeTerrain512Interpolation(float[] heightMap) | ||
3245 | { | ||
3246 | float[] returnarr = new float[262144]; | ||
3247 | float[,] resultarr = new float[512,512]; | ||
3248 | |||
3249 | // Filling out the array into its multi-dimensional components | ||
3250 | for (int y = 0; y < 256; y++) | ||
3251 | { | ||
3252 | for (int x = 0; x < 256; x++) | ||
3253 | { | ||
3254 | resultarr[y, x] = heightMap[y * 256 + x]; | ||
3255 | } | ||
3256 | } | ||
3257 | |||
3258 | // Resize using interpolation | ||
3259 | |||
3260 | // This particular way is quick but it only works on a multiple of the original | ||
3261 | |||
3262 | // The idea behind this method can be described with the following diagrams | ||
3263 | // second pass and third pass happen in the same loop really.. just separated | ||
3264 | // them to show what this does. | ||
3265 | |||
3266 | // First Pass | ||
3267 | // ResultArr: | ||
3268 | // 1,1,1,1,1,1 | ||
3269 | // 1,1,1,1,1,1 | ||
3270 | // 1,1,1,1,1,1 | ||
3271 | // 1,1,1,1,1,1 | ||
3272 | // 1,1,1,1,1,1 | ||
3273 | // 1,1,1,1,1,1 | ||
3274 | |||
3275 | // Second Pass | ||
3276 | // ResultArr2: | ||
3277 | // 1,,1,,1,,1,,1,,1, | ||
3278 | // ,,,,,,,,,, | ||
3279 | // 1,,1,,1,,1,,1,,1, | ||
3280 | // ,,,,,,,,,, | ||
3281 | // 1,,1,,1,,1,,1,,1, | ||
3282 | // ,,,,,,,,,, | ||
3283 | // 1,,1,,1,,1,,1,,1, | ||
3284 | // ,,,,,,,,,, | ||
3285 | // 1,,1,,1,,1,,1,,1, | ||
3286 | // ,,,,,,,,,, | ||
3287 | // 1,,1,,1,,1,,1,,1, | ||
3288 | |||
3289 | // Third pass fills in the blanks | ||
3290 | // ResultArr2: | ||
3291 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3292 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3293 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3294 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3295 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3296 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3297 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3298 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3299 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3300 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3301 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3302 | |||
3303 | // X,Y = . | ||
3304 | // X+1,y = ^ | ||
3305 | // X,Y+1 = * | ||
3306 | // X+1,Y+1 = # | ||
3307 | |||
3308 | // Filling in like this; | ||
3309 | // .* | ||
3310 | // ^# | ||
3311 | // 1st . | ||
3312 | // 2nd * | ||
3313 | // 3rd ^ | ||
3314 | // 4th # | ||
3315 | // on single loop. | ||
3316 | |||
3317 | float[,] resultarr2 = new float[512,512]; | ||
3318 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
3319 | { | ||
3320 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
3321 | { | ||
3322 | resultarr2[y*2, x*2] = resultarr[y, x]; | ||
3323 | |||
3324 | if (y < (int)Constants.RegionSize) | ||
3325 | { | ||
3326 | if (y + 1 < (int)Constants.RegionSize) | ||
3327 | { | ||
3328 | if (x + 1 < (int)Constants.RegionSize) | ||
3329 | { | ||
3330 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3331 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3332 | } | ||
3333 | else | ||
3334 | { | ||
3335 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); | ||
3336 | } | ||
3337 | } | ||
3338 | else | ||
3339 | { | ||
3340 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; | ||
3341 | } | ||
3342 | } | ||
3343 | if (x < (int)Constants.RegionSize) | ||
3344 | { | ||
3345 | if (x + 1 < (int)Constants.RegionSize) | ||
3346 | { | ||
3347 | if (y + 1 < (int)Constants.RegionSize) | ||
3348 | { | ||
3349 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3350 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3351 | } | ||
3352 | else | ||
3353 | { | ||
3354 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); | ||
3355 | } | ||
3356 | } | ||
3357 | else | ||
3358 | { | ||
3359 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; | ||
3360 | } | ||
3361 | } | ||
3362 | if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) | ||
3363 | { | ||
3364 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
3365 | { | ||
3366 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3367 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3368 | } | ||
3369 | else | ||
3370 | { | ||
3371 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; | ||
3372 | } | ||
3373 | } | ||
3374 | } | ||
3375 | } | ||
3376 | //Flatten out the array | ||
3377 | int i = 0; | ||
3378 | for (int y = 0; y < 512; y++) | ||
3379 | { | ||
3380 | for (int x = 0; x < 512; x++) | ||
3381 | { | ||
3382 | if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) | ||
3383 | { | ||
3384 | m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0"); | ||
3385 | resultarr2[y, x] = 0; | ||
3386 | } | ||
3387 | returnarr[i] = resultarr2[y, x]; | ||
3388 | i++; | ||
3389 | } | ||
3390 | } | ||
3391 | |||
3392 | return returnarr; | ||
3393 | } | ||
3394 | |||
3395 | #endregion | ||
3396 | |||
3397 | public override void SetTerrain(float[] heightMap) | ||
3398 | { | ||
3399 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
3400 | { | ||
3401 | if (m_parentScene is OdeScene) | ||
3402 | { | ||
3403 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
3404 | } | ||
3405 | } | ||
3406 | else | ||
3407 | { | ||
3408 | SetTerrain(heightMap, m_worldOffset); | ||
3409 | } | ||
3410 | } | ||
3411 | |||
3412 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
3413 | { | ||
3414 | // this._heightmap[i] = (double)heightMap[i]; | ||
3415 | // dbm (danx0r) -- creating a buffer zone of one extra sample all around | ||
3416 | //_origheightmap = heightMap; | ||
3417 | |||
3418 | float[] _heightmap; | ||
3419 | |||
3420 | // zero out a heightmap array float array (single dimension [flattened])) | ||
3421 | //if ((int)Constants.RegionSize == 256) | ||
3422 | // _heightmap = new float[514 * 514]; | ||
3423 | //else | ||
3424 | |||
3425 | _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))]; | ||
3426 | |||
3427 | uint heightmapWidth = Constants.RegionSize + 1; | ||
3428 | uint heightmapHeight = Constants.RegionSize + 1; | ||
3429 | |||
3430 | uint heightmapWidthSamples; | ||
3431 | |||
3432 | uint heightmapHeightSamples; | ||
3433 | |||
3434 | //if (((int)Constants.RegionSize) == 256) | ||
3435 | //{ | ||
3436 | // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3437 | // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3438 | // heightmapWidth++; | ||
3439 | // heightmapHeight++; | ||
3440 | //} | ||
3441 | //else | ||
3442 | //{ | ||
3443 | |||
3444 | heightmapWidthSamples = (uint)Constants.RegionSize + 1; | ||
3445 | heightmapHeightSamples = (uint)Constants.RegionSize + 1; | ||
3446 | //} | ||
3447 | |||
3448 | const float scale = 1.0f; | ||
3449 | const float offset = 0.0f; | ||
3450 | const float thickness = 0.2f; | ||
3451 | const int wrap = 0; | ||
3452 | |||
3453 | int regionsize = (int) Constants.RegionSize + 2; | ||
3454 | //Double resolution | ||
3455 | //if (((int)Constants.RegionSize) == 256) | ||
3456 | // heightMap = ResizeTerrain512Interpolation(heightMap); | ||
3457 | |||
3458 | |||
3459 | // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256) | ||
3460 | // regionsize = 512; | ||
3461 | |||
3462 | float hfmin = 2000; | ||
3463 | float hfmax = -2000; | ||
3464 | |||
3465 | for (int x = 0; x < heightmapWidthSamples; x++) | ||
3466 | { | ||
3467 | for (int y = 0; y < heightmapHeightSamples; y++) | ||
3468 | { | ||
3469 | int xx = Util.Clip(x - 1, 0, regionsize - 1); | ||
3470 | int yy = Util.Clip(y - 1, 0, regionsize - 1); | ||
3471 | |||
3472 | |||
3473 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | ||
3474 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | ||
3475 | |||
3476 | hfmin = (val < hfmin) ? val : hfmin; | ||
3477 | hfmax = (val > hfmax) ? val : hfmax; | ||
3478 | } | ||
3479 | } | ||
3480 | |||
3481 | |||
3482 | |||
3483 | |||
3484 | lock (OdeLock) | ||
3485 | { | ||
3486 | IntPtr GroundGeom = IntPtr.Zero; | ||
3487 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
3488 | { | ||
3489 | RegionTerrain.Remove(pOffset); | ||
3490 | if (GroundGeom != IntPtr.Zero) | ||
3491 | { | ||
3492 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
3493 | { | ||
3494 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
3495 | } | ||
3496 | d.SpaceRemove(space, GroundGeom); | ||
3497 | d.GeomDestroy(GroundGeom); | ||
3498 | } | ||
3499 | |||
3500 | } | ||
3501 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3502 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1, | ||
3503 | (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale, | ||
3504 | offset, thickness, wrap); | ||
3505 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
3506 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3507 | if (GroundGeom != IntPtr.Zero) | ||
3508 | { | ||
3509 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
3510 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
3511 | |||
3512 | } | ||
3513 | geom_name_map[GroundGeom] = "Terrain"; | ||
3514 | |||
3515 | d.Matrix3 R = new d.Matrix3(); | ||
3516 | |||
3517 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3518 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3519 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3520 | |||
3521 | q1 = q1 * q2; | ||
3522 | //q1 = q1 * q3; | ||
3523 | Vector3 v3; | ||
3524 | float angle; | ||
3525 | q1.GetAxisAngle(out v3, out angle); | ||
3526 | |||
3527 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3528 | d.GeomSetRotation(GroundGeom, ref R); | ||
3529 | d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0); | ||
3530 | IntPtr testGround = IntPtr.Zero; | ||
3531 | if (RegionTerrain.TryGetValue(pOffset, out testGround)) | ||
3532 | { | ||
3533 | RegionTerrain.Remove(pOffset); | ||
3534 | } | ||
3535 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
3536 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); | ||
3537 | |||
3538 | } | ||
3539 | } | ||
3540 | |||
3541 | public override void DeleteTerrain() | ||
3542 | { | ||
3543 | } | ||
3544 | |||
3545 | public float GetWaterLevel() | ||
3546 | { | ||
3547 | return waterlevel; | ||
3548 | } | ||
3549 | |||
3550 | public override bool SupportsCombining() | ||
3551 | { | ||
3552 | return true; | ||
3553 | } | ||
3554 | |||
3555 | public override void UnCombine(PhysicsScene pScene) | ||
3556 | { | ||
3557 | IntPtr localGround = IntPtr.Zero; | ||
3558 | // float[] localHeightfield; | ||
3559 | bool proceed = false; | ||
3560 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
3561 | |||
3562 | lock (OdeLock) | ||
3563 | { | ||
3564 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
3565 | { | ||
3566 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
3567 | { | ||
3568 | if (geom == localGround) | ||
3569 | { | ||
3570 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
3571 | proceed = true; | ||
3572 | } | ||
3573 | else | ||
3574 | { | ||
3575 | geomDestroyList.Add(geom); | ||
3576 | } | ||
3577 | } | ||
3578 | |||
3579 | if (proceed) | ||
3580 | { | ||
3581 | m_worldOffset = Vector3.Zero; | ||
3582 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
3583 | m_parentScene = null; | ||
3584 | |||
3585 | foreach (IntPtr g in geomDestroyList) | ||
3586 | { | ||
3587 | // removingHeightField needs to be done or the garbage collector will | ||
3588 | // collect the terrain data before we tell ODE to destroy it causing | ||
3589 | // memory corruption | ||
3590 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
3591 | { | ||
3592 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
3593 | TerrainHeightFieldHeights.Remove(g); | ||
3594 | |||
3595 | if (RegionTerrain.ContainsKey(g)) | ||
3596 | { | ||
3597 | RegionTerrain.Remove(g); | ||
3598 | } | ||
3599 | |||
3600 | d.GeomDestroy(g); | ||
3601 | //removingHeightField = new float[0]; | ||
3602 | } | ||
3603 | } | ||
3604 | |||
3605 | } | ||
3606 | else | ||
3607 | { | ||
3608 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
3609 | } | ||
3610 | } | ||
3611 | } | ||
3612 | } | ||
3613 | |||
3614 | public override void SetWaterLevel(float baseheight) | ||
3615 | { | ||
3616 | waterlevel = baseheight; | ||
3617 | randomizeWater(waterlevel); | ||
3618 | } | ||
3619 | |||
3620 | public void randomizeWater(float baseheight) | ||
3621 | { | ||
3622 | const uint heightmapWidth = m_regionWidth + 2; | ||
3623 | const uint heightmapHeight = m_regionHeight + 2; | ||
3624 | const uint heightmapWidthSamples = m_regionWidth + 2; | ||
3625 | const uint heightmapHeightSamples = m_regionHeight + 2; | ||
3626 | const float scale = 1.0f; | ||
3627 | const float offset = 0.0f; | ||
3628 | const float thickness = 2.9f; | ||
3629 | const int wrap = 0; | ||
3630 | |||
3631 | for (int i = 0; i < (258 * 258); i++) | ||
3632 | { | ||
3633 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
3634 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
3635 | } | ||
3636 | |||
3637 | lock (OdeLock) | ||
3638 | { | ||
3639 | if (WaterGeom != IntPtr.Zero) | ||
3640 | { | ||
3641 | d.SpaceRemove(space, WaterGeom); | ||
3642 | } | ||
3643 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3644 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
3645 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
3646 | offset, thickness, wrap); | ||
3647 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
3648 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3649 | if (WaterGeom != IntPtr.Zero) | ||
3650 | { | ||
3651 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
3652 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
3653 | |||
3654 | } | ||
3655 | geom_name_map[WaterGeom] = "Water"; | ||
3656 | |||
3657 | d.Matrix3 R = new d.Matrix3(); | ||
3658 | |||
3659 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3660 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3661 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3662 | |||
3663 | q1 = q1 * q2; | ||
3664 | //q1 = q1 * q3; | ||
3665 | Vector3 v3; | ||
3666 | float angle; | ||
3667 | q1.GetAxisAngle(out v3, out angle); | ||
3668 | |||
3669 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3670 | d.GeomSetRotation(WaterGeom, ref R); | ||
3671 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
3672 | |||
3673 | } | ||
3674 | |||
3675 | } | ||
3676 | |||
3677 | public override void Dispose() | ||
3678 | { | ||
3679 | m_rayCastManager.Dispose(); | ||
3680 | m_rayCastManager = null; | ||
3681 | |||
3682 | lock (OdeLock) | ||
3683 | { | ||
3684 | lock (_prims) | ||
3685 | { | ||
3686 | foreach (OdePrim prm in _prims) | ||
3687 | { | ||
3688 | RemovePrim(prm); | ||
3689 | } | ||
3690 | } | ||
3691 | |||
3692 | //foreach (OdeCharacter act in _characters) | ||
3693 | //{ | ||
3694 | //RemoveAvatar(act); | ||
3695 | //} | ||
3696 | d.WorldDestroy(world); | ||
3697 | //d.CloseODE(); | ||
3698 | } | ||
3699 | } | ||
3700 | public override Dictionary<uint, float> GetTopColliders() | ||
3701 | { | ||
3702 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
3703 | int cnt = 0; | ||
3704 | lock (_prims) | ||
3705 | { | ||
3706 | foreach (OdePrim prm in _prims) | ||
3707 | { | ||
3708 | if (prm.CollisionScore > 0) | ||
3709 | { | ||
3710 | returncolliders.Add(prm.m_localID, prm.CollisionScore); | ||
3711 | cnt++; | ||
3712 | prm.CollisionScore = 0f; | ||
3713 | if (cnt > 25) | ||
3714 | { | ||
3715 | break; | ||
3716 | } | ||
3717 | } | ||
3718 | } | ||
3719 | } | ||
3720 | return returncolliders; | ||
3721 | } | ||
3722 | |||
3723 | public override bool SupportsRayCast() | ||
3724 | { | ||
3725 | return true; | ||
3726 | } | ||
3727 | |||
3728 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
3729 | { | ||
3730 | if (retMethod != null) | ||
3731 | { | ||
3732 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
3733 | } | ||
3734 | } | ||
3735 | |||
3736 | #if USE_DRAWSTUFF | ||
3737 | // Keyboard callback | ||
3738 | public void command(int cmd) | ||
3739 | { | ||
3740 | IntPtr geom; | ||
3741 | d.Mass mass; | ||
3742 | d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f); | ||
3743 | |||
3744 | |||
3745 | |||
3746 | Char ch = Char.ToLower((Char)cmd); | ||
3747 | switch ((Char)ch) | ||
3748 | { | ||
3749 | case 'w': | ||
3750 | try | ||
3751 | { | ||
3752 | Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3753 | |||
3754 | xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z; | ||
3755 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3756 | } | ||
3757 | catch (ArgumentException) | ||
3758 | { hpr.X = 0; } | ||
3759 | break; | ||
3760 | |||
3761 | case 'a': | ||
3762 | hpr.X++; | ||
3763 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3764 | break; | ||
3765 | |||
3766 | case 's': | ||
3767 | try | ||
3768 | { | ||
3769 | Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3770 | |||
3771 | xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z; | ||
3772 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3773 | } | ||
3774 | catch (ArgumentException) | ||
3775 | { hpr.X = 0; } | ||
3776 | break; | ||
3777 | case 'd': | ||
3778 | hpr.X--; | ||
3779 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3780 | break; | ||
3781 | case 'r': | ||
3782 | xyz.Z++; | ||
3783 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3784 | break; | ||
3785 | case 'f': | ||
3786 | xyz.Z--; | ||
3787 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3788 | break; | ||
3789 | case 'e': | ||
3790 | xyz.Y++; | ||
3791 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3792 | break; | ||
3793 | case 'q': | ||
3794 | xyz.Y--; | ||
3795 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3796 | break; | ||
3797 | } | ||
3798 | } | ||
3799 | |||
3800 | public void step(int pause) | ||
3801 | { | ||
3802 | |||
3803 | ds.SetColor(1.0f, 1.0f, 0.0f); | ||
3804 | ds.SetTexture(ds.Texture.Wood); | ||
3805 | lock (_prims) | ||
3806 | { | ||
3807 | foreach (OdePrim prm in _prims) | ||
3808 | { | ||
3809 | //IntPtr body = d.GeomGetBody(prm.prim_geom); | ||
3810 | if (prm.prim_geom != IntPtr.Zero) | ||
3811 | { | ||
3812 | d.Vector3 pos; | ||
3813 | d.GeomCopyPosition(prm.prim_geom, out pos); | ||
3814 | //d.BodyCopyPosition(body, out pos); | ||
3815 | |||
3816 | d.Matrix3 R; | ||
3817 | d.GeomCopyRotation(prm.prim_geom, out R); | ||
3818 | //d.BodyCopyRotation(body, out R); | ||
3819 | |||
3820 | |||
3821 | d.Vector3 sides = new d.Vector3(); | ||
3822 | sides.X = prm.Size.X; | ||
3823 | sides.Y = prm.Size.Y; | ||
3824 | sides.Z = prm.Size.Z; | ||
3825 | |||
3826 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3827 | } | ||
3828 | } | ||
3829 | } | ||
3830 | ds.SetColor(1.0f, 0.0f, 0.0f); | ||
3831 | lock (_characters) | ||
3832 | { | ||
3833 | foreach (OdeCharacter chr in _characters) | ||
3834 | { | ||
3835 | if (chr.Shell != IntPtr.Zero) | ||
3836 | { | ||
3837 | IntPtr body = d.GeomGetBody(chr.Shell); | ||
3838 | |||
3839 | d.Vector3 pos; | ||
3840 | d.GeomCopyPosition(chr.Shell, out pos); | ||
3841 | //d.BodyCopyPosition(body, out pos); | ||
3842 | |||
3843 | d.Matrix3 R; | ||
3844 | d.GeomCopyRotation(chr.Shell, out R); | ||
3845 | //d.BodyCopyRotation(body, out R); | ||
3846 | |||
3847 | ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f); | ||
3848 | d.Vector3 sides = new d.Vector3(); | ||
3849 | sides.X = 0.5f; | ||
3850 | sides.Y = 0.5f; | ||
3851 | sides.Z = 0.5f; | ||
3852 | |||
3853 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3854 | } | ||
3855 | } | ||
3856 | } | ||
3857 | } | ||
3858 | |||
3859 | public void start(int unused) | ||
3860 | { | ||
3861 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3862 | } | ||
3863 | #endif | ||
3864 | } | ||
3865 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index ce7d97c..fd6d64c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -5050,7 +5050,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5050 | } | 5050 | } |
5051 | } | 5051 | } |
5052 | 5052 | ||
5053 | result.Add(src.Substring(start,length).Trim()); | 5053 | result.Add(new LSL_String(src.Substring(start,length).Trim())); |
5054 | 5054 | ||
5055 | return result; | 5055 | return result; |
5056 | } | 5056 | } |
@@ -6900,7 +6900,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6900 | // retain pathcurve | 6900 | // retain pathcurve |
6901 | shapeBlock.PathCurve = part.Shape.PathCurve; | 6901 | shapeBlock.PathCurve = part.Shape.PathCurve; |
6902 | 6902 | ||
6903 | part.Shape.SetSculptData((byte)type, sculptId); | 6903 | part.Shape.SetSculptProperties((byte)type, sculptId); |
6904 | part.Shape.SculptEntry = true; | 6904 | part.Shape.SculptEntry = true; |
6905 | part.UpdateShape(shapeBlock); | 6905 | part.UpdateShape(shapeBlock); |
6906 | } | 6906 | } |
@@ -7391,7 +7391,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7391 | UUID[] anims; | 7391 | UUID[] anims; |
7392 | anims = av.Animator.GetAnimationArray(); | 7392 | anims = av.Animator.GetAnimationArray(); |
7393 | foreach (UUID foo in anims) | 7393 | foreach (UUID foo in anims) |
7394 | l.Add(foo.ToString()); | 7394 | l.Add(new LSL_Key(foo.ToString())); |
7395 | return l; | 7395 | return l; |
7396 | } | 7396 | } |
7397 | 7397 | ||
@@ -7926,17 +7926,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7926 | 7926 | ||
7927 | case (int)ScriptBaseClass.PRIM_TEXT: | 7927 | case (int)ScriptBaseClass.PRIM_TEXT: |
7928 | Color4 textColor = part.GetTextColor(); | 7928 | Color4 textColor = part.GetTextColor(); |
7929 | res.Add(part.Text); | 7929 | res.Add(new LSL_String(part.Text)); |
7930 | res.Add(new LSL_Vector(textColor.R, | 7930 | res.Add(new LSL_Vector(textColor.R, |
7931 | textColor.G, | 7931 | textColor.G, |
7932 | textColor.B)); | 7932 | textColor.B)); |
7933 | res.Add(new LSL_Float(textColor.A)); | 7933 | res.Add(new LSL_Float(textColor.A)); |
7934 | break; | 7934 | break; |
7935 | case (int)ScriptBaseClass.PRIM_NAME: | 7935 | case (int)ScriptBaseClass.PRIM_NAME: |
7936 | res.Add(part.Name); | 7936 | res.Add(new LSL_String(part.Name)); |
7937 | break; | 7937 | break; |
7938 | case (int)ScriptBaseClass.PRIM_DESC: | 7938 | case (int)ScriptBaseClass.PRIM_DESC: |
7939 | res.Add(part.Description); | 7939 | res.Add(new LSL_String(part.Description)); |
7940 | break; | 7940 | break; |
7941 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | 7941 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: |
7942 | res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); | 7942 | res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); |
@@ -9895,8 +9895,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9895 | { | 9895 | { |
9896 | foreach (KeyValuePair<UUID, int> detectedParams in land.GetLandObjectOwners()) | 9896 | foreach (KeyValuePair<UUID, int> detectedParams in land.GetLandObjectOwners()) |
9897 | { | 9897 | { |
9898 | ret.Add(detectedParams.Key.ToString()); | 9898 | ret.Add(new LSL_String(detectedParams.Key.ToString())); |
9899 | ret.Add(detectedParams.Value); | 9899 | ret.Add(new LSL_Integer(detectedParams.Value)); |
9900 | } | 9900 | } |
9901 | } | 9901 | } |
9902 | ScriptSleep(2000); | 9902 | ScriptSleep(2000); |
@@ -9946,25 +9946,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9946 | switch (o.ToString()) | 9946 | switch (o.ToString()) |
9947 | { | 9947 | { |
9948 | case "0": | 9948 | case "0": |
9949 | ret = ret + new LSL_List(land.Name); | 9949 | ret.Add(new LSL_String(land.Name)); |
9950 | break; | 9950 | break; |
9951 | case "1": | 9951 | case "1": |
9952 | ret = ret + new LSL_List(land.Description); | 9952 | ret.Add(new LSL_String(land.Description)); |
9953 | break; | 9953 | break; |
9954 | case "2": | 9954 | case "2": |
9955 | ret = ret + new LSL_List(land.OwnerID.ToString()); | 9955 | ret.Add(new LSL_Key(land.OwnerID.ToString())); |
9956 | break; | 9956 | break; |
9957 | case "3": | 9957 | case "3": |
9958 | ret = ret + new LSL_List(land.GroupID.ToString()); | 9958 | ret.Add(new LSL_Key(land.GroupID.ToString())); |
9959 | break; | 9959 | break; |
9960 | case "4": | 9960 | case "4": |
9961 | ret = ret + new LSL_List(land.Area); | 9961 | ret.Add(new LSL_Integer(land.Area)); |
9962 | break; | 9962 | break; |
9963 | case "5": | 9963 | case "5": |
9964 | ret = ret + new LSL_List(land.GlobalID); | 9964 | ret.Add(new LSL_Key(land.GlobalID.ToString())); |
9965 | break; | 9965 | break; |
9966 | default: | 9966 | default: |
9967 | ret = ret + new LSL_List(0); | 9967 | ret.Add(new LSL_Integer(0)); |
9968 | break; | 9968 | break; |
9969 | } | 9969 | } |
9970 | } | 9970 | } |
@@ -9996,10 +9996,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9996 | switch (o.ToString()) | 9996 | switch (o.ToString()) |
9997 | { | 9997 | { |
9998 | case "1": | 9998 | case "1": |
9999 | ret.Add(av.Firstname + " " + av.Lastname); | 9999 | ret.Add(new LSL_String(av.Firstname + " " + av.Lastname)); |
10000 | break; | 10000 | break; |
10001 | case "2": | 10001 | case "2": |
10002 | ret.Add(""); | 10002 | ret.Add(new LSL_String("")); |
10003 | break; | 10003 | break; |
10004 | case "3": | 10004 | case "3": |
10005 | ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); | 10005 | ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); |
@@ -10011,13 +10011,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10011 | ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); | 10011 | ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); |
10012 | break; | 10012 | break; |
10013 | case "6": | 10013 | case "6": |
10014 | ret.Add(id); | 10014 | ret.Add(new LSL_String(id)); |
10015 | break; | 10015 | break; |
10016 | case "7": | 10016 | case "7": |
10017 | ret.Add(UUID.Zero.ToString()); | 10017 | ret.Add(new LSL_String(UUID.Zero.ToString())); |
10018 | break; | 10018 | break; |
10019 | case "8": | 10019 | case "8": |
10020 | ret.Add(UUID.Zero.ToString()); | 10020 | ret.Add(new LSL_String(UUID.Zero.ToString())); |
10021 | break; | 10021 | break; |
10022 | } | 10022 | } |
10023 | } | 10023 | } |
@@ -10031,10 +10031,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10031 | switch (o.ToString()) | 10031 | switch (o.ToString()) |
10032 | { | 10032 | { |
10033 | case "1": | 10033 | case "1": |
10034 | ret.Add(obj.Name); | 10034 | ret.Add(new LSL_String(obj.Name)); |
10035 | break; | 10035 | break; |
10036 | case "2": | 10036 | case "2": |
10037 | ret.Add(obj.Description); | 10037 | ret.Add(new LSL_String(obj.Description)); |
10038 | break; | 10038 | break; |
10039 | case "3": | 10039 | case "3": |
10040 | ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); | 10040 | ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); |
@@ -10046,13 +10046,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10046 | ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); | 10046 | ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); |
10047 | break; | 10047 | break; |
10048 | case "6": | 10048 | case "6": |
10049 | ret.Add(obj.OwnerID.ToString()); | 10049 | ret.Add(new LSL_String(obj.OwnerID.ToString())); |
10050 | break; | 10050 | break; |
10051 | case "7": | 10051 | case "7": |
10052 | ret.Add(obj.GroupID.ToString()); | 10052 | ret.Add(new LSL_String(obj.GroupID.ToString())); |
10053 | break; | 10053 | break; |
10054 | case "8": | 10054 | case "8": |
10055 | ret.Add(obj.CreatorID.ToString()); | 10055 | ret.Add(new LSL_String(obj.CreatorID.ToString())); |
10056 | break; | 10056 | break; |
10057 | } | 10057 | } |
10058 | } | 10058 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs index 645566e..80daf5b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs | |||
@@ -130,7 +130,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
130 | int idx = 0; | 130 | int idx = 0; |
131 | while (idx < rules.Length) | 131 | while (idx < rules.Length) |
132 | { | 132 | { |
133 | uint rule = (uint)rules.GetLSLIntegerItem(idx); | 133 | LSL_Integer ruleInt = rules.GetLSLIntegerItem(idx); |
134 | uint rule = (uint)ruleInt; | ||
134 | LSL_List toadd = new LSL_List(); | 135 | LSL_List toadd = new LSL_List(); |
135 | 136 | ||
136 | switch (rule) | 137 | switch (rule) |
@@ -247,7 +248,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
247 | 248 | ||
248 | if (toadd.Length > 0) | 249 | if (toadd.Length > 0) |
249 | { | 250 | { |
250 | values.Add(rule); | 251 | values.Add(ruleInt); |
251 | values.Add(toadd.Data[0]); | 252 | values.Add(toadd.Data[0]); |
252 | } | 253 | } |
253 | idx++; | 254 | idx++; |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 64931d0..b710229 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | |||
@@ -38,7 +38,6 @@ using OpenSim; | |||
38 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
39 | 39 | ||
40 | using OpenSim.Framework.Console; | 40 | using OpenSim.Framework.Console; |
41 | using OpenSim.Region.CoreModules.Avatar.NPC; | ||
42 | using OpenSim.Region.Framework.Interfaces; | 41 | using OpenSim.Region.Framework.Interfaces; |
43 | using OpenSim.Region.Framework.Scenes; | 42 | using OpenSim.Region.Framework.Scenes; |
44 | using OpenSim.Region.ScriptEngine.Shared; | 43 | using OpenSim.Region.ScriptEngine.Shared; |
@@ -812,7 +811,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
812 | World.ForEachScenePresence(delegate(ScenePresence sp) | 811 | World.ForEachScenePresence(delegate(ScenePresence sp) |
813 | { | 812 | { |
814 | if (!sp.IsChildAgent) | 813 | if (!sp.IsChildAgent) |
815 | result.Add(sp.Name); | 814 | result.Add(new LSL_String(sp.Name)); |
816 | }); | 815 | }); |
817 | return result; | 816 | return result; |
818 | } | 817 | } |
@@ -970,7 +969,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
970 | 969 | ||
971 | public string osDrawPolygon(string drawList, LSL_List x, LSL_List y) | 970 | public string osDrawPolygon(string drawList, LSL_List x, LSL_List y) |
972 | { | 971 | { |
973 | CheckThreatLevel(ThreatLevel.None, "osDrawFilledPolygon"); | 972 | CheckThreatLevel(ThreatLevel.None, "osDrawPolygon"); |
974 | 973 | ||
975 | m_host.AddScriptLPS(1); | 974 | m_host.AddScriptLPS(1); |
976 | 975 | ||
@@ -1241,7 +1240,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1241 | return String.Empty; | 1240 | return String.Empty; |
1242 | } | 1241 | } |
1243 | 1242 | ||
1244 | public void osSetWindParam(string plugin, string param, float value) | 1243 | public void osSetWindParam(string plugin, string param, LSL_Float value) |
1245 | { | 1244 | { |
1246 | CheckThreatLevel(ThreatLevel.VeryLow, "osSetWindParam"); | 1245 | CheckThreatLevel(ThreatLevel.VeryLow, "osSetWindParam"); |
1247 | m_host.AddScriptLPS(1); | 1246 | m_host.AddScriptLPS(1); |
@@ -1251,13 +1250,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1251 | { | 1250 | { |
1252 | try | 1251 | try |
1253 | { | 1252 | { |
1254 | module.WindParamSet(plugin, param, value); | 1253 | module.WindParamSet(plugin, param, (float)value); |
1255 | } | 1254 | } |
1256 | catch (Exception) { } | 1255 | catch (Exception) { } |
1257 | } | 1256 | } |
1258 | } | 1257 | } |
1259 | 1258 | ||
1260 | public float osGetWindParam(string plugin, string param) | 1259 | public LSL_Float osGetWindParam(string plugin, string param) |
1261 | { | 1260 | { |
1262 | CheckThreatLevel(ThreatLevel.VeryLow, "osGetWindParam"); | 1261 | CheckThreatLevel(ThreatLevel.VeryLow, "osGetWindParam"); |
1263 | m_host.AddScriptLPS(1); | 1262 | m_host.AddScriptLPS(1); |
@@ -1409,7 +1408,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1409 | { | 1408 | { |
1410 | // What actually is the difference to the LL function? | 1409 | // What actually is the difference to the LL function? |
1411 | // | 1410 | // |
1412 | CheckThreatLevel(ThreatLevel.VeryLow, "osSetParcelMediaURL"); | 1411 | CheckThreatLevel(ThreatLevel.VeryLow, "osSetParcelSIPAddress"); |
1413 | 1412 | ||
1414 | m_host.AddScriptLPS(1); | 1413 | m_host.AddScriptLPS(1); |
1415 | 1414 | ||
@@ -1910,8 +1909,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1910 | }; | 1909 | }; |
1911 | 1910 | ||
1912 | return NotecardCache.GetLines(assetID); | 1911 | return NotecardCache.GetLines(assetID); |
1913 | |||
1914 | |||
1915 | } | 1912 | } |
1916 | 1913 | ||
1917 | public string osAvatarName2Key(string firstname, string lastname) | 1914 | public string osAvatarName2Key(string firstname, string lastname) |
@@ -2025,16 +2022,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2025 | // Find matches beginning at start position | 2022 | // Find matches beginning at start position |
2026 | Regex matcher = new Regex(pattern); | 2023 | Regex matcher = new Regex(pattern); |
2027 | Match match = matcher.Match(src, start); | 2024 | Match match = matcher.Match(src, start); |
2028 | if (match.Success) | 2025 | while (match.Success) |
2029 | { | 2026 | { |
2030 | foreach (System.Text.RegularExpressions.Group g in match.Groups) | 2027 | foreach (System.Text.RegularExpressions.Group g in match.Groups) |
2031 | { | 2028 | { |
2032 | if (g.Success) | 2029 | if (g.Success) |
2033 | { | 2030 | { |
2034 | result.Add(g.Value); | 2031 | result.Add(new LSL_String(g.Value)); |
2035 | result.Add(g.Index); | 2032 | result.Add(new LSL_Integer(g.Index)); |
2036 | } | 2033 | } |
2037 | } | 2034 | } |
2035 | |||
2036 | match = match.NextMatch(); | ||
2038 | } | 2037 | } |
2039 | 2038 | ||
2040 | return result; | 2039 | return result; |
@@ -2209,12 +2208,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2209 | return (int)pws; | 2208 | return (int)pws; |
2210 | } | 2209 | } |
2211 | 2210 | ||
2212 | public void osSetSpeed(string UUID, float SpeedModifier) | 2211 | public void osSetSpeed(string UUID, LSL_Float SpeedModifier) |
2213 | { | 2212 | { |
2214 | CheckThreatLevel(ThreatLevel.Moderate, "osSetSpeed"); | 2213 | CheckThreatLevel(ThreatLevel.Moderate, "osSetSpeed"); |
2215 | m_host.AddScriptLPS(1); | 2214 | m_host.AddScriptLPS(1); |
2216 | ScenePresence avatar = World.GetScenePresence(new UUID(UUID)); | 2215 | ScenePresence avatar = World.GetScenePresence(new UUID(UUID)); |
2217 | avatar.SpeedModifier = SpeedModifier; | 2216 | avatar.SpeedModifier = (float)SpeedModifier; |
2218 | } | 2217 | } |
2219 | 2218 | ||
2220 | public void osKickAvatar(string FirstName,string SurName,string alert) | 2219 | public void osKickAvatar(string FirstName,string SurName,string alert) |
@@ -2295,14 +2294,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2295 | { | 2294 | { |
2296 | CheckThreatLevel(ThreatLevel.High, "osGetPrimitiveParams"); | 2295 | CheckThreatLevel(ThreatLevel.High, "osGetPrimitiveParams"); |
2297 | m_host.AddScriptLPS(1); | 2296 | m_host.AddScriptLPS(1); |
2297 | InitLSL(); | ||
2298 | 2298 | ||
2299 | return m_LSL_Api.GetLinkPrimitiveParamsEx(prim, rules); | 2299 | return m_LSL_Api.GetLinkPrimitiveParamsEx(prim, rules); |
2300 | } | 2300 | } |
2301 | 2301 | ||
2302 | public void osSetPrimitiveParams(LSL_Key prim, LSL_List rules) | 2302 | public void osSetPrimitiveParams(LSL_Key prim, LSL_List rules) |
2303 | { | 2303 | { |
2304 | CheckThreatLevel(ThreatLevel.High, "osGetPrimitiveParams"); | 2304 | CheckThreatLevel(ThreatLevel.High, "osSetPrimitiveParams"); |
2305 | m_host.AddScriptLPS(1); | 2305 | m_host.AddScriptLPS(1); |
2306 | InitLSL(); | ||
2306 | 2307 | ||
2307 | m_LSL_Api.SetPrimitiveParamsEx(prim, rules); | 2308 | m_LSL_Api.SetPrimitiveParamsEx(prim, rules); |
2308 | } | 2309 | } |
@@ -2364,9 +2365,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2364 | { | 2365 | { |
2365 | if (avatar.IsChildAgent == false) | 2366 | if (avatar.IsChildAgent == false) |
2366 | { | 2367 | { |
2367 | result.Add(avatar.UUID); | 2368 | result.Add(new LSL_String(avatar.UUID.ToString())); |
2368 | result.Add(avatar.AbsolutePosition); | 2369 | OpenMetaverse.Vector3 ap = avatar.AbsolutePosition; |
2369 | result.Add(avatar.Name); | 2370 | result.Add(new LSL_Vector(ap.X, ap.Y, ap.Z)); |
2371 | result.Add(new LSL_String(avatar.Name)); | ||
2370 | } | 2372 | } |
2371 | } | 2373 | } |
2372 | }); | 2374 | }); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs index 63007c6..19352f0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs | |||
@@ -129,8 +129,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
129 | 129 | ||
130 | // Wind Module Functions | 130 | // Wind Module Functions |
131 | string osWindActiveModelPluginName(); | 131 | string osWindActiveModelPluginName(); |
132 | void osSetWindParam(string plugin, string param, float value); | 132 | void osSetWindParam(string plugin, string param, LSL_Float value); |
133 | float osGetWindParam(string plugin, string param); | 133 | LSL_Float osGetWindParam(string plugin, string param); |
134 | 134 | ||
135 | // Parcel commands | 135 | // Parcel commands |
136 | void osParcelJoin(vector pos1, vector pos2); | 136 | void osParcelJoin(vector pos1, vector pos2); |
@@ -180,7 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
180 | 180 | ||
181 | int osGetSimulatorMemory(); | 181 | int osGetSimulatorMemory(); |
182 | void osKickAvatar(string FirstName,string SurName,string alert); | 182 | void osKickAvatar(string FirstName,string SurName,string alert); |
183 | void osSetSpeed(string UUID, float SpeedModifier); | 183 | void osSetSpeed(string UUID, LSL_Float SpeedModifier); |
184 | void osCauseHealing(string avatar, double healing); | 184 | void osCauseHealing(string avatar, double healing); |
185 | void osCauseDamage(string avatar, double damage); | 185 | void osCauseDamage(string avatar, double damage); |
186 | LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); | 186 | LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs index e3ea556..7c59098 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs | |||
@@ -106,16 +106,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
106 | return m_OSSL_Functions.osWindActiveModelPluginName(); | 106 | return m_OSSL_Functions.osWindActiveModelPluginName(); |
107 | } | 107 | } |
108 | 108 | ||
109 | // Not yet plugged in as available OSSL functions, so commented out | 109 | public void osSetWindParam(string plugin, string param, LSL_Float value) |
110 | // void osSetWindParam(string plugin, string param, float value) | 110 | { |
111 | // { | 111 | m_OSSL_Functions.osSetWindParam(plugin, param, value); |
112 | // m_OSSL_Functions.osSetWindParam(plugin, param, value); | 112 | } |
113 | // } | 113 | |
114 | // | 114 | public LSL_Float osGetWindParam(string plugin, string param) |
115 | // float osGetWindParam(string plugin, string param) | 115 | { |
116 | // { | 116 | return m_OSSL_Functions.osGetWindParam(plugin, param); |
117 | // return m_OSSL_Functions.osGetWindParam(plugin, param); | 117 | } |
118 | // } | ||
119 | 118 | ||
120 | public void osParcelJoin(vector pos1, vector pos2) | 119 | public void osParcelJoin(vector pos1, vector pos2) |
121 | { | 120 | { |
@@ -714,7 +713,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
714 | m_OSSL_Functions.osKickAvatar(FirstName, SurName, alert); | 713 | m_OSSL_Functions.osKickAvatar(FirstName, SurName, alert); |
715 | } | 714 | } |
716 | 715 | ||
717 | public void osSetSpeed(string UUID, float SpeedModifier) | 716 | public void osSetSpeed(string UUID, LSL_Float SpeedModifier) |
718 | { | 717 | { |
719 | m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier); | 718 | m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier); |
720 | } | 719 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs index 49d6abe..734d4d5 100644 --- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs +++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs | |||
@@ -106,6 +106,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools | |||
106 | // Get some config | 106 | // Get some config |
107 | WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", false); | 107 | WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", false); |
108 | CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true); | 108 | CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true); |
109 | bool DeleteScriptsOnStartup = m_scriptEngine.Config.GetBoolean("DeleteScriptsOnStartup", true); | ||
109 | 110 | ||
110 | // Get file prefix from scriptengine name and make it file system safe: | 111 | // Get file prefix from scriptengine name and make it file system safe: |
111 | FilePrefix = "CommonCompiler"; | 112 | FilePrefix = "CommonCompiler"; |
@@ -114,11 +115,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools | |||
114 | FilePrefix = FilePrefix.Replace(c, '_'); | 115 | FilePrefix = FilePrefix.Replace(c, '_'); |
115 | } | 116 | } |
116 | 117 | ||
117 | // First time we start? Delete old files | ||
118 | if (in_startup) | 118 | if (in_startup) |
119 | { | 119 | { |
120 | in_startup = false; | 120 | in_startup = false; |
121 | DeleteOldFiles(); | 121 | CreateScriptsDirectory(); |
122 | |||
123 | // First time we start? Delete old files | ||
124 | if (DeleteScriptsOnStartup) | ||
125 | DeleteOldFiles(); | ||
122 | } | 126 | } |
123 | 127 | ||
124 | // Map name and enum type of our supported languages | 128 | // Map name and enum type of our supported languages |
@@ -187,11 +191,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools | |||
187 | } | 191 | } |
188 | 192 | ||
189 | /// <summary> | 193 | /// <summary> |
190 | /// Delete old script files | 194 | /// Create the directory where compiled scripts are stored. |
191 | /// </summary> | 195 | /// </summary> |
192 | private void DeleteOldFiles() | 196 | private void CreateScriptsDirectory() |
193 | { | 197 | { |
194 | // CREATE FOLDER IF IT DOESNT EXIST | ||
195 | if (!Directory.Exists(ScriptEnginesPath)) | 198 | if (!Directory.Exists(ScriptEnginesPath)) |
196 | { | 199 | { |
197 | try | 200 | try |
@@ -218,7 +221,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools | |||
218 | m_scriptEngine.World.RegionInfo.RegionID.ToString()) + "\": " + ex.ToString()); | 221 | m_scriptEngine.World.RegionInfo.RegionID.ToString()) + "\": " + ex.ToString()); |
219 | } | 222 | } |
220 | } | 223 | } |
224 | } | ||
221 | 225 | ||
226 | /// <summary> | ||
227 | /// Delete old script files | ||
228 | /// </summary> | ||
229 | private void DeleteOldFiles() | ||
230 | { | ||
222 | foreach (string file in Directory.GetFiles(Path.Combine(ScriptEnginesPath, | 231 | foreach (string file in Directory.GetFiles(Path.Combine(ScriptEnginesPath, |
223 | m_scriptEngine.World.RegionInfo.RegionID.ToString()), FilePrefix + "_compiled*")) | 232 | m_scriptEngine.World.RegionInfo.RegionID.ToString()), FilePrefix + "_compiled*")) |
224 | { | 233 | { |
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index 461b473..d848b2a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | |||
@@ -1379,7 +1379,9 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
1379 | public struct LSLString | 1379 | public struct LSLString |
1380 | { | 1380 | { |
1381 | public string m_string; | 1381 | public string m_string; |
1382 | |||
1382 | #region Constructors | 1383 | #region Constructors |
1384 | |||
1383 | public LSLString(string s) | 1385 | public LSLString(string s) |
1384 | { | 1386 | { |
1385 | m_string = s; | 1387 | m_string = s; |
@@ -1387,22 +1389,24 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
1387 | 1389 | ||
1388 | public LSLString(double d) | 1390 | public LSLString(double d) |
1389 | { | 1391 | { |
1390 | string s=String.Format(Culture.FormatProvider, "{0:0.000000}", d); | 1392 | string s = String.Format(Culture.FormatProvider, "{0:0.000000}", d); |
1391 | m_string=s; | 1393 | m_string = s; |
1392 | } | 1394 | } |
1393 | 1395 | ||
1394 | public LSLString(LSLFloat f) | 1396 | public LSLString(LSLFloat f) |
1395 | { | 1397 | { |
1396 | string s = String.Format(Culture.FormatProvider, "{0:0.000000}", f.value); | 1398 | string s = String.Format(Culture.FormatProvider, "{0:0.000000}", f.value); |
1397 | m_string=s; | 1399 | m_string = s; |
1398 | } | 1400 | } |
1399 | 1401 | ||
1400 | public LSLString(LSLInteger i) | 1402 | public LSLString(int i) |
1401 | { | 1403 | { |
1402 | string s = String.Format("{0}", i); | 1404 | string s = String.Format("{0}", i); |
1403 | m_string = s; | 1405 | m_string = s; |
1404 | } | 1406 | } |
1405 | 1407 | ||
1408 | public LSLString(LSLInteger i) : this(i.value) {} | ||
1409 | |||
1406 | #endregion | 1410 | #endregion |
1407 | 1411 | ||
1408 | #region Operators | 1412 | #region Operators |
@@ -1469,6 +1473,11 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
1469 | { | 1473 | { |
1470 | return new LSLString(d); | 1474 | return new LSLString(d); |
1471 | } | 1475 | } |
1476 | |||
1477 | static public explicit operator LSLString(int i) | ||
1478 | { | ||
1479 | return new LSLString(i); | ||
1480 | } | ||
1472 | 1481 | ||
1473 | public static explicit operator LSLString(LSLFloat f) | 1482 | public static explicit operator LSLString(LSLFloat f) |
1474 | { | 1483 | { |
@@ -1742,7 +1751,17 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
1742 | public override bool Equals(Object o) | 1751 | public override bool Equals(Object o) |
1743 | { | 1752 | { |
1744 | if (!(o is LSLInteger)) | 1753 | if (!(o is LSLInteger)) |
1745 | return false; | 1754 | { |
1755 | if (o is int) | ||
1756 | { | ||
1757 | return value == (int)o; | ||
1758 | } | ||
1759 | else | ||
1760 | { | ||
1761 | return false; | ||
1762 | } | ||
1763 | } | ||
1764 | |||
1746 | return value == ((LSLInteger)o).value; | 1765 | return value == ((LSLInteger)o).value; |
1747 | } | 1766 | } |
1748 | 1767 | ||