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-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs48
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs83
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs24
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs18
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs39
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs30
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs20
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs6
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs5
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs20
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs13
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs22
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs20
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs93
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs21
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs20
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs44
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs18
20 files changed, 474 insertions, 101 deletions
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 3149eaa..3bc557d 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -123,6 +123,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
123 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod; 123 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod;
124 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod; 124 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod;
125 availableMethods["admin_broadcast"] = XmlRpcAlertMethod; 125 availableMethods["admin_broadcast"] = XmlRpcAlertMethod;
126 availableMethods["admin_dialog"] = XmlRpcDialogMethod;
126 availableMethods["admin_restart"] = XmlRpcRestartMethod; 127 availableMethods["admin_restart"] = XmlRpcRestartMethod;
127 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod; 128 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod;
128 // User management 129 // User management
@@ -277,6 +278,53 @@ namespace OpenSim.ApplicationPlugins.RemoteController
277 m_log.Info("[RADMIN]: Alert request complete"); 278 m_log.Info("[RADMIN]: Alert request complete");
278 return response; 279 return response;
279 } 280 }
281 public XmlRpcResponse XmlRpcDialogMethod(XmlRpcRequest request, IPEndPoint remoteClient)
282 {
283 XmlRpcResponse response = new XmlRpcResponse();
284 Hashtable responseData = new Hashtable();
285
286 m_log.Info("[RADMIN]: Dialog request started");
287
288 try
289 {
290 Hashtable requestData = (Hashtable)request.Params[0];
291
292 checkStringParameters(request, new string[] { "password", "from", "message" });
293
294 if (m_requiredPassword != String.Empty &&
295 (!requestData.Contains("password") || (string)requestData["password"] != m_requiredPassword))
296 throw new Exception("wrong password");
297
298 string message = (string)requestData["message"];
299 string fromuuid = (string)requestData["from"];
300 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
301
302 responseData["accepted"] = true;
303 responseData["success"] = true;
304 response.Value = responseData;
305
306 m_app.SceneManager.ForEachScene(
307 delegate(Scene scene)
308 {
309 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
310 if (dialogModule != null)
311 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
312 });
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat("[RADMIN]: Broadcasting: failed: {0}", e.Message);
317 m_log.DebugFormat("[RADMIN]: Broadcasting: failed: {0}", e.ToString());
318
319 responseData["accepted"] = false;
320 responseData["success"] = false;
321 responseData["error"] = e.Message;
322 response.Value = responseData;
323 }
324
325 m_log.Info("[RADMIN]: Alert request complete");
326 return response;
327 }
280 328
281 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient) 329 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient)
282 { 330 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 7eb829e..49b9378 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -785,6 +785,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
785 public virtual void SendLayerData(float[] map) 785 public virtual void SendLayerData(float[] map)
786 { 786 {
787 Util.FireAndForget(DoSendLayerData, map); 787 Util.FireAndForget(DoSendLayerData, map);
788
789 // Send it sync, and async. It's not that much data
790 // and it improves user experience just so much!
791 DoSendLayerData(map);
788 } 792 }
789 793
790 /// <summary> 794 /// <summary>
@@ -797,16 +801,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
797 801
798 try 802 try
799 { 803 {
800 //for (int y = 0; y < 16; y++) 804 for (int y = 0; y < 16; y++)
801 //{ 805 {
802 // for (int x = 0; x < 16; x++) 806 for (int x = 0; x < 16; x+=4)
803 // { 807 {
804 // SendLayerData(x, y, map); 808 SendLayerPacket(x, y, map);
805 // } 809 }
806 //} 810 }
807
808 // Send LayerData in a spiral pattern. Fun!
809 SendLayerTopRight(map, 0, 0, 15, 15);
810 } 811 }
811 catch (Exception e) 812 catch (Exception e)
812 { 813 {
@@ -814,51 +815,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
814 } 815 }
815 } 816 }
816 817
817 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
818 {
819 // Row
820 for (int i = x1; i <= x2; i++)
821 SendLayerData(i, y1, map);
822
823 // Column
824 for (int j = y1 + 1; j <= y2; j++)
825 SendLayerData(x2, j, map);
826
827 if (x2 - x1 > 0)
828 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
829 }
830
831 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
832 {
833 // Row in reverse
834 for (int i = x2; i >= x1; i--)
835 SendLayerData(i, y2, map);
836
837 // Column in reverse
838 for (int j = y2 - 1; j >= y1; j--)
839 SendLayerData(x1, j, map);
840
841 if (x2 - x1 > 0)
842 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
843 }
844
845 /// <summary> 818 /// <summary>
846 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 819 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
847 /// </summary> 820 /// </summary>
848 /// <param name="map">heightmap</param> 821 /// <param name="map">heightmap</param>
849 /// <param name="px">X coordinate for patches 0..12</param> 822 /// <param name="px">X coordinate for patches 0..12</param>
850 /// <param name="py">Y coordinate for patches 0..15</param> 823 /// <param name="py">Y coordinate for patches 0..15</param>
851 // private void SendLayerPacket(float[] map, int y, int x) 824 private void SendLayerPacket(int x, int y, float[] map)
852 // { 825 {
853 // int[] patches = new int[4]; 826 int[] patches = new int[4];
854 // patches[0] = x + 0 + y * 16; 827 patches[0] = x + 0 + y * 16;
855 // patches[1] = x + 1 + y * 16; 828 patches[1] = x + 1 + y * 16;
856 // patches[2] = x + 2 + y * 16; 829 patches[2] = x + 2 + y * 16;
857 // patches[3] = x + 3 + y * 16; 830 patches[3] = x + 3 + y * 16;
858 831
859 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 832 float[] heightmap = (map.Length == 65536) ?
860 // OutPacket(layerpack, ThrottleOutPacketType.Land); 833 map :
861 // } 834 LLHeightFieldMoronize(map);
835
836 try
837 {
838 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
839 OutPacket(layerpack, ThrottleOutPacketType.Land);
840 }
841 catch
842 {
843 for (int px = x ; px < x + 4 ; px++)
844 SendLayerData(px, y, map);
845 }
846 }
862 847
863 /// <summary> 848 /// <summary>
864 /// Sends a specified patch to a client 849 /// Sends a specified patch to a client
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index c773c05..0b05ed9 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -399,6 +399,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
399 #region Queue or Send 399 #region Queue or Send
400 400
401 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category); 401 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
402 outgoingPacket.Type = type;
402 403
403 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) 404 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
404 SendPacketFinal(outgoingPacket); 405 SendPacketFinal(outgoingPacket);
@@ -510,6 +511,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
510 byte flags = buffer.Data[0]; 511 byte flags = buffer.Data[0];
511 bool isResend = (flags & Helpers.MSG_RESENT) != 0; 512 bool isResend = (flags & Helpers.MSG_RESENT) != 0;
512 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0; 513 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
514 bool sendSynchronous = false;
513 LLUDPClient udpClient = outgoingPacket.Client; 515 LLUDPClient udpClient = outgoingPacket.Client;
514 516
515 if (!udpClient.IsConnected) 517 if (!udpClient.IsConnected)
@@ -565,9 +567,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
565 if (isReliable) 567 if (isReliable)
566 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength); 568 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
567 569
568 // Put the UDP payload on the wire 570 //Some packet types need to be sent synchonously.
569 AsyncBeginSend(buffer); 571 //Sorry, i know it's not optimal, but until the LL client
572 //manages packets correctly and re-orders them as required, this is necessary.
573
574 if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate
575 || outgoingPacket.Type == PacketType.ChatFromSimulator
576 || outgoingPacket.Type == PacketType.ObjectUpdate
577 || outgoingPacket.Type == PacketType.LayerData)
578 {
579 sendSynchronous = true;
580 }
570 581
582 // Put the UDP payload on the wire
583 if (sendSynchronous == true)
584 {
585 SyncBeginSend(buffer);
586 }
587 else
588 {
589 AsyncBeginSend(buffer);
590 }
571 // Keep track of when this packet was sent out (right now) 591 // Keep track of when this packet was sent out (right now)
572 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue; 592 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
573 } 593 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index d2779ba..63579ac 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -246,6 +246,24 @@ namespace OpenMetaverse
246 } 246 }
247 } 247 }
248 248
249 public void SyncBeginSend(UDPPacketBuffer buf)
250 {
251 if (!m_shutdownFlag)
252 {
253 try
254 {
255 m_udpSocket.SendTo(
256 buf.Data,
257 0,
258 buf.DataLength,
259 SocketFlags.None,
260 buf.RemoteEndPoint);
261 }
262 catch (SocketException) { }
263 catch (ObjectDisposedException) { }
264 }
265 }
266
249 public void AsyncBeginSend(UDPPacketBuffer buf) 267 public void AsyncBeginSend(UDPPacketBuffer buf)
250 { 268 {
251 if (!m_shutdownFlag) 269 if (!m_shutdownFlag)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
index 1a1a1cb..7dc42d3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using OpenSim.Framework; 29using OpenSim.Framework;
30using OpenMetaverse; 30using OpenMetaverse;
31using OpenMetaverse.Packets;
31 32
32namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
33{ 34{
@@ -52,7 +53,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
52 public int TickCount; 53 public int TickCount;
53 /// <summary>Category this packet belongs to</summary> 54 /// <summary>Category this packet belongs to</summary>
54 public ThrottleOutPacketType Category; 55 public ThrottleOutPacketType Category;
55 56 /// <summary>The type of packet so its delivery method can be determined</summary>
57 public PacketType Type;
56 /// <summary> 58 /// <summary>
57 /// Default constructor 59 /// Default constructor
58 /// </summary> 60 /// </summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 1614b70..7f9e5af 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -164,19 +164,22 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
164 List<GridInstantMessage>msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 164 List<GridInstantMessage>msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
165 "POST", m_RestURL+"/RetrieveMessages/", client.AgentId); 165 "POST", m_RestURL+"/RetrieveMessages/", client.AgentId);
166 166
167 foreach (GridInstantMessage im in msglist) 167 if (msglist != null)
168 { 168 {
169 // client.SendInstantMessage(im); 169 foreach (GridInstantMessage im in msglist)
170 170 {
171 // Send through scene event manager so all modules get a chance 171 // client.SendInstantMessage(im);
172 // to look at this message before it gets delivered. 172
173 // 173 // Send through scene event manager so all modules get a chance
174 // Needed for proper state management for stored group 174 // to look at this message before it gets delivered.
175 // invitations 175 //
176 // 176 // Needed for proper state management for stored group
177 Scene s = FindScene(client.AgentId); 177 // invitations
178 if (s != null) 178 //
179 s.EventManager.TriggerIncomingInstantMessage(im); 179 Scene s = FindScene(client.AgentId);
180 if (s != null)
181 s.EventManager.TriggerIncomingInstantMessage(im);
182 }
180 } 183 }
181 } 184 }
182 185
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index bcc9b37..ea4f2c7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1734,6 +1734,45 @@ namespace OpenSim.Region.Framework.Scenes
1734 } 1734 }
1735 } 1735 }
1736 1736
1737 public void rotLookAt(Quaternion target, float strength, float damping)
1738 {
1739 SceneObjectPart rootpart = m_rootPart;
1740 if (rootpart != null)
1741 {
1742 if (IsAttachment)
1743 {
1744 /*
1745 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1746 if (avatar != null)
1747 {
1748 Rotate the Av?
1749 } */
1750 }
1751 else
1752 {
1753 if (rootpart.PhysActor != null)
1754 {
1755 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1756 rootpart.PhysActor.APIDStrength = strength;
1757 rootpart.PhysActor.APIDDamping = damping;
1758 rootpart.PhysActor.APIDActive = true;
1759 }
1760 }
1761 }
1762 }
1763 public void stopLookAt()
1764 {
1765 SceneObjectPart rootpart = m_rootPart;
1766 if (rootpart != null)
1767 {
1768 if (rootpart.PhysActor != null)
1769 {
1770 rootpart.PhysActor.APIDActive = false;
1771 }
1772 }
1773
1774 }
1775
1737 /// <summary> 1776 /// <summary>
1738 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 1777 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1739 /// </summary> 1778 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 6f1b458..10b7d94 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1064 }
1065 } 1065 }
1066 1066
1067 /// <summary>
1068 /// Clear all pending updates of parts to clients
1069 /// </summary>
1070 private void ClearUpdateSchedule()
1071 {
1072 m_updateFlag = 0;
1073 }
1074
1075 private void SendObjectPropertiesToClient(UUID AgentID) 1067 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1068 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1069 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -2185,6 +2177,11 @@ namespace OpenSim.Region.Framework.Scenes
2185 ParentGroup.HasGroupChanged = true; 2177 ParentGroup.HasGroupChanged = true;
2186 ScheduleFullUpdate(); 2178 ScheduleFullUpdate();
2187 } 2179 }
2180
2181 public void RotLookAt(Quaternion target, float strength, float damping)
2182 {
2183 m_parentGroup.rotLookAt(target, strength, damping);
2184 }
2188 2185
2189 /// <summary> 2186 /// <summary>
2190 /// Schedules this prim for a full update 2187 /// Schedules this prim for a full update
@@ -2389,8 +2386,8 @@ namespace OpenSim.Region.Framework.Scenes
2389 { 2386 {
2390 const float ROTATION_TOLERANCE = 0.01f; 2387 const float ROTATION_TOLERANCE = 0.01f;
2391 const float VELOCITY_TOLERANCE = 0.001f; 2388 const float VELOCITY_TOLERANCE = 0.001f;
2392 const float POSITION_TOLERANCE = 0.05f; 2389 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2393 const int TIME_MS_TOLERANCE = 3000; 2390 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2394 2391
2395 if (m_updateFlag == 1) 2392 if (m_updateFlag == 1)
2396 { 2393 {
@@ -2404,7 +2401,7 @@ namespace OpenSim.Region.Framework.Scenes
2404 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2401 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2405 { 2402 {
2406 AddTerseUpdateToAllAvatars(); 2403 AddTerseUpdateToAllAvatars();
2407 ClearUpdateSchedule(); 2404
2408 2405
2409 // This causes the Scene to 'poll' physical objects every couple of frames 2406 // This causes the Scene to 'poll' physical objects every couple of frames
2410 // bad, so it's been replaced by an event driven method. 2407 // bad, so it's been replaced by an event driven method.
@@ -2422,13 +2419,15 @@ namespace OpenSim.Region.Framework.Scenes
2422 m_lastAngularVelocity = AngularVelocity; 2419 m_lastAngularVelocity = AngularVelocity;
2423 m_lastTerseSent = Environment.TickCount; 2420 m_lastTerseSent = Environment.TickCount;
2424 } 2421 }
2422 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2423 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2425 } 2424 }
2426 else 2425 else
2427 { 2426 {
2428 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2427 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2429 { 2428 {
2430 AddFullUpdateToAllAvatars(); 2429 AddFullUpdateToAllAvatars();
2431 ClearUpdateSchedule(); 2430 m_updateFlag = 0; //Same here
2432 } 2431 }
2433 } 2432 }
2434 ClearUpdateSchedule(); 2433 ClearUpdateSchedule();
@@ -2684,6 +2683,13 @@ namespace OpenSim.Region.Framework.Scenes
2684 SetText(text); 2683 SetText(text);
2685 } 2684 }
2686 2685
2686 public void StopLookAt()
2687 {
2688 m_parentGroup.stopLookAt();
2689
2690 m_parentGroup.ScheduleGroupForTerseUpdate();
2691 }
2692
2687 public void StopMoveToTarget() 2693 public void StopMoveToTarget()
2688 { 2694 {
2689 m_parentGroup.stopMoveToTarget(); 2695 m_parentGroup.stopMoveToTarget();
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
index 8df997e..f411dd7 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
@@ -303,6 +303,26 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
303 set { return; } 303 set { return; }
304 } 304 }
305 305
306 public override Quaternion APIDTarget
307 {
308 set { return; }
309 }
310
311 public override bool APIDActive
312 {
313 set { return; }
314 }
315
316 public override float APIDStrength
317 {
318 set { return; }
319 }
320
321 public override float APIDDamping
322 {
323 set { return; }
324 }
325
306 public override void SubscribeEvents(int ms) 326 public override void SubscribeEvents(int ms)
307 { 327 {
308 } 328 }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 5ed3b14..98681d6 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -619,6 +619,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
619 { 619 {
620 set { return; } 620 set { return; }
621 } 621 }
622
623 public override Quaternion APIDTarget { set { return; } }
624 public override bool APIDActive { set { return; } }
625 public override float APIDStrength { set { return; } }
626 public override float APIDDamping { set { return; } }
627
622 628
623 /// <summary> 629 /// <summary>
624 /// Adds the force supplied to the Target Velocity 630 /// Adds the force supplied to the Target Velocity
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
index 5b542db..d931f126 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
@@ -565,6 +565,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
565 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 565 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
566 public override float PIDHoverTau { set { m_PIDHoverTau = value; } } 566 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
567 567
568 public override Quaternion APIDTarget { set { return; } }
569 public override bool APIDActive { set { return; } }
570 public override float APIDStrength { set { return; } }
571 public override float APIDDamping { set { return; } }
572
568 573
569 public override void AddForce(Vector3 force, bool pushforce) 574 public override void AddForce(Vector3 force, bool pushforce)
570 { 575 {
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index 1e94ee2..d5d146e 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -1238,6 +1238,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1238 public override PIDHoverType PIDHoverType { set { return; } } 1238 public override PIDHoverType PIDHoverType { set { return; } }
1239 public override float PIDHoverTau { set { return; } } 1239 public override float PIDHoverTau { set { return; } }
1240 1240
1241 public override OpenMetaverse.Quaternion APIDTarget
1242 {
1243 set { return; }
1244 }
1245
1246 public override bool APIDActive
1247 {
1248 set { return; }
1249 }
1250
1251 public override float APIDStrength
1252 {
1253 set { return; }
1254 }
1255
1256 public override float APIDDamping
1257 {
1258 set { return; }
1259 }
1260
1241 1261
1242 public override void SubscribeEvents(int ms) 1262 public override void SubscribeEvents(int ms)
1243 { 1263 {
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index f58129d..b82586f 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -243,7 +243,12 @@ namespace OpenSim.Region.Physics.Manager
243 public abstract PIDHoverType PIDHoverType { set;} 243 public abstract PIDHoverType PIDHoverType { set;}
244 public abstract float PIDHoverTau { set;} 244 public abstract float PIDHoverTau { set;}
245 245
246 246 // For RotLookAt
247 public abstract Quaternion APIDTarget { set;}
248 public abstract bool APIDActive { set;}
249 public abstract float APIDStrength { set;}
250 public abstract float APIDDamping { set;}
251
247 public abstract void AddForce(Vector3 force, bool pushforce); 252 public abstract void AddForce(Vector3 force, bool pushforce);
248 public abstract void AddAngularForce(Vector3 force, bool pushforce); 253 public abstract void AddAngularForce(Vector3 force, bool pushforce);
249 public abstract void SetMomentum(Vector3 momentum); 254 public abstract void SetMomentum(Vector3 momentum);
@@ -476,6 +481,12 @@ namespace OpenSim.Region.Physics.Manager
476 public override bool PIDHoverActive { set { return; } } 481 public override bool PIDHoverActive { set { return; } }
477 public override PIDHoverType PIDHoverType { set { return; } } 482 public override PIDHoverType PIDHoverType { set { return; } }
478 public override float PIDHoverTau { set { return; } } 483 public override float PIDHoverTau { set { return; } }
484
485 public override Quaternion APIDTarget { set { return; } }
486 public override bool APIDActive { set { return; } }
487 public override float APIDStrength { set { return; } }
488 public override float APIDDamping { set { return; } }
489
479 490
480 public override void SetMomentum(Vector3 momentum) 491 public override void SetMomentum(Vector3 momentum)
481 { 492 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 1bc4a25..905d3ba 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1196,6 +1196,28 @@ namespace OpenSim.Region.Physics.OdePlugin
1196 public override bool PIDHoverActive { set { return; } } 1196 public override bool PIDHoverActive { set { return; } }
1197 public override PIDHoverType PIDHoverType { set { return; } } 1197 public override PIDHoverType PIDHoverType { set { return; } }
1198 public override float PIDHoverTau { set { return; } } 1198 public override float PIDHoverTau { set { return; } }
1199
1200 public override Quaternion APIDTarget
1201 {
1202 set { return; }
1203 }
1204
1205 public override bool APIDActive
1206 {
1207 set { return; }
1208 }
1209
1210 public override float APIDStrength
1211 {
1212 set { return; }
1213 }
1214
1215 public override float APIDDamping
1216 {
1217 set { return; }
1218 }
1219
1220
1199 1221
1200 public override void SubscribeEvents(int ms) 1222 public override void SubscribeEvents(int ms)
1201 { 1223 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
index 39cdc0f..78b15be 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
@@ -23,6 +23,19 @@
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 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 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 *
27 * Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
28 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
29 * ODEPrim.cs contains methods dealing with Prim editing, Prim
30 * characteristics and Kinetic motion.
31 * ODEDynamics.cs contains methods dealing with Prim Physical motion
32 * (dynamics) and the associated settings. Old Linear and angular
33 * motors for dynamic motion have been replace with MoveLinear()
34 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
35 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
36 * switch between 'VEHICLE' parameter use and general dynamics
37 * settings use.
38 *
26 */ 39 */
27 40
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces 41/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
@@ -120,7 +133,7 @@ namespace OpenSim.Region.Physics.OdePlugin
120// private float m_VhoverEfficiency = 0f; 133// private float m_VhoverEfficiency = 0f;
121 private float m_VhoverTimescale = 0f; 134 private float m_VhoverTimescale = 0f;
122 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 135 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
123 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 136 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
124 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 137 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
125 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 138 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
126 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. 139 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
@@ -479,7 +492,7 @@ namespace OpenSim.Region.Physics.OdePlugin
479 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object 492 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
480 m_dir *= rotq; // apply obj rotation to velocity vector 493 m_dir *= rotq; // apply obj rotation to velocity vector
481 494
482 // add Gravity andBuoyancy 495 // add Gravity and Buoyancy
483 // KF: So far I have found no good method to combine a script-requested 496 // KF: So far I have found no good method to combine a script-requested
484 // .Z velocity and gravity. Therefore only 0g will used script-requested 497 // .Z velocity and gravity. Therefore only 0g will used script-requested
485 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. 498 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
@@ -561,6 +574,7 @@ namespace OpenSim.Region.Physics.OdePlugin
561 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate 574 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
562 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body 575 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
563 */ 576 */
577//if(frcount == 0) Console.WriteLine("MoveAngular ");
564 578
565 // Get what the body is doing, this includes 'external' influences 579 // Get what the body is doing, this includes 'external' influences
566 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); 580 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
@@ -636,7 +650,7 @@ namespace OpenSim.Region.Physics.OdePlugin
636 // Deflection section tba 650 // Deflection section tba
637 651
638 // Sum velocities 652 // Sum velocities
639 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection 653 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection
640 654
641 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 655 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
642 { 656 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 6f14f7b..c7e0848 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -21,6 +21,18 @@
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
26 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
27 * ODEPrim.cs contains methods dealing with Prim editing, Prim
28 * characteristics and Kinetic motion.
29 * ODEDynamics.cs contains methods dealing with Prim Physical motion
30 * (dynamics) and the associated settings. Old Linear and angular
31 * motors for dynamic motion have been replace with MoveLinear()
32 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
33 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
34 * switch between 'VEHICLE' parameter use and general dynamics
35 * settings use.
24 */ 36 */
25 37
26/* 38/*
@@ -81,7 +93,12 @@ namespace OpenSim.Region.Physics.OdePlugin
81 private float m_PIDTau; 93 private float m_PIDTau;
82 private float PID_D = 35f; 94 private float PID_D = 35f;
83 private float PID_G = 25f; 95 private float PID_G = 25f;
84 private bool m_usePID; 96 private bool m_usePID = false;
97
98 private Quaternion m_APIDTarget = new Quaternion();
99 private float m_APIDStrength = 0.5f;
100 private float m_APIDDamping = 0.5f;
101 private bool m_useAPID = false;
85 102
86 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), 103 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
87 // and are for non-VEHICLES only. 104 // and are for non-VEHICLES only.
@@ -182,6 +199,9 @@ namespace OpenSim.Region.Physics.OdePlugin
182 private ODEDynamics m_vehicle; 199 private ODEDynamics m_vehicle;
183 200
184 internal int m_material = (int)Material.Wood; 201 internal int m_material = (int)Material.Wood;
202
203 private int frcount = 0; // Used to limit dynamics debug output to
204
185 205
186 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 206 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
187 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 207 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
@@ -1558,9 +1578,14 @@ Console.WriteLine(" JointCreateFixed");
1558 float fy = 0; 1578 float fy = 0;
1559 float fz = 0; 1579 float fz = 0;
1560 1580
1581 frcount++; // used to limit debug comment output
1582 if (frcount > 100)
1583 frcount = 0;
1561 1584
1562 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. 1585 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1563 { 1586 {
1587//if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1588 // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1564 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1589 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1565 { 1590 {
1566 // 'VEHICLES' are dealt with in ODEDynamics.cs 1591 // 'VEHICLES' are dealt with in ODEDynamics.cs
@@ -1568,7 +1593,6 @@ Console.WriteLine(" JointCreateFixed");
1568 } 1593 }
1569 else 1594 else
1570 { 1595 {
1571//Console.WriteLine("Move " + m_primName);
1572 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 1596 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1573 // NON-'VEHICLES' are dealt with here 1597 // NON-'VEHICLES' are dealt with here
1574 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) 1598 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
@@ -1590,21 +1614,18 @@ Console.WriteLine(" JointCreateFixed");
1590 //m_log.Info(m_collisionFlags.ToString()); 1614 //m_log.Info(m_collisionFlags.ToString());
1591 1615
1592 1616
1593 //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. 1617 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
1594 // would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ??
1595 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up 1618 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1596 // gravityz multiplier = 1 - m_buoyancy 1619 // NB Prims in ODE are no subject to global gravity
1597 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; 1620 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1598 1621
1599 if (m_usePID) 1622 if (m_usePID)
1600 { 1623 {
1601//Console.WriteLine("PID " + m_primName); 1624//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1602 // KF - this is for object move? eg. llSetPos() ? 1625 // KF - this is for object MoveToTarget.
1626
1603 //if (!d.BodyIsEnabled(Body)) 1627 //if (!d.BodyIsEnabled(Body))
1604 //d.BodySetForce(Body, 0f, 0f, 0f); 1628 //d.BodySetForce(Body, 0f, 0f, 0f);
1605 // If we're using the PID controller, then we have no gravity
1606 //fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply...
1607 fz = 0f;
1608 1629
1609 // no lock; for now it's only called from within Simulate() 1630 // no lock; for now it's only called from within Simulate()
1610 1631
@@ -1739,7 +1760,7 @@ Console.WriteLine(" JointCreateFixed");
1739 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); 1760 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1740 d.BodySetLinearVel(Body, vel.X, vel.Y, 0); 1761 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1741 d.BodyAddForce(Body, 0, 0, fz); 1762 d.BodyAddForce(Body, 0, 0, fz);
1742 return; 1763 //KF this prevents furthur motions return;
1743 } 1764 }
1744 else 1765 else
1745 { 1766 {
@@ -1748,8 +1769,46 @@ Console.WriteLine(" JointCreateFixed");
1748 // We're flying and colliding with something 1769 // We're flying and colliding with something
1749 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); 1770 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1750 } 1771 }
1751 } 1772 } // end m_useHoverPID && !m_usePID
1752 1773
1774 if (m_useAPID)
1775 {
1776 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1777 // Quaternion m_APIDTarget
1778 // float m_APIDStrength // From SL experiments, this is the time to get there
1779 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1780 // Also in SL the mass of the object has no effect on time to get there.
1781 // Factors:
1782//if(frcount == 0) Console.WriteLine("APID ");
1783 // get present body rotation
1784 float limit = 1.0f;
1785 float scaler = 50f; // adjusts damping time
1786 float RLAservo = 0f;
1787
1788 d.Quaternion rot = d.BodyGetQuaternion(Body);
1789 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1790 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1791 float diff_angle;
1792 Vector3 diff_axis;
1793 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1794 diff_axis.Normalize();
1795 if(diff_angle > 0.01f) // diff_angle is always +ve
1796 {
1797// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1798 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1799 rotforce = rotforce * rotq;
1800 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1801// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1802 // rotforce = rotforce * RLAservo * diff_angle ;
1803 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1804 RLAservo = timestep / m_APIDStrength * scaler;
1805 rotforce = rotforce * RLAservo * diff_angle ;
1806 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1807//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1808 }
1809//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1810 } // end m_useAPID
1811
1753 fx *= m_mass; 1812 fx *= m_mass;
1754 fy *= m_mass; 1813 fy *= m_mass;
1755 //fz *= m_mass; 1814 //fz *= m_mass;
@@ -2793,6 +2852,12 @@ Console.WriteLine(" JointCreateFixed");
2793 } 2852 }
2794 public override bool PIDActive { set { m_usePID = value; } } 2853 public override bool PIDActive { set { m_usePID = value; } }
2795 public override float PIDTau { set { m_PIDTau = value; } } 2854 public override float PIDTau { set { m_PIDTau = value; } }
2855
2856 // For RotLookAt
2857 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2858 public override bool APIDActive { set { m_useAPID = value; } }
2859 public override float APIDStrength { set { m_APIDStrength = value; } }
2860 public override float APIDDamping { set { m_APIDDamping = value; } }
2796 2861
2797 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2862 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2798 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2863 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
index 26cd1dd..566b4e7 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
@@ -304,6 +304,27 @@ namespace OpenSim.Region.Physics.POSPlugin
304 { 304 {
305 set { return; } 305 set { return; }
306 } 306 }
307
308 public override Quaternion APIDTarget
309 {
310 set { return; }
311 }
312
313 public override bool APIDActive
314 {
315 set { return; }
316 }
317
318 public override float APIDStrength
319 {
320 set { return; }
321 }
322
323 public override float APIDDamping
324 {
325 set { return; }
326 }
327
307 328
308 public override void SubscribeEvents(int ms) 329 public override void SubscribeEvents(int ms)
309 { 330 {
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 96c3e26..847b634 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -299,6 +299,26 @@ namespace OpenSim.Region.Physics.POSPlugin
299 { 299 {
300 set { return; } 300 set { return; }
301 } 301 }
302 public override Quaternion APIDTarget
303 {
304 set { return; }
305 }
306
307 public override bool APIDActive
308 {
309 set { return; }
310 }
311
312 public override float APIDStrength
313 {
314 set { return; }
315 }
316
317 public override float APIDDamping
318 {
319 set { return; }
320 }
321
302 322
303 public override void SubscribeEvents(int ms) 323 public override void SubscribeEvents(int ms)
304 { 324 {
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 8bdb18d..24eb6b1 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -498,6 +498,28 @@ namespace OpenSim.Region.Physics.PhysXPlugin
498 public override bool PIDHoverActive { set { return; } } 498 public override bool PIDHoverActive { set { return; } }
499 public override PIDHoverType PIDHoverType { set { return; } } 499 public override PIDHoverType PIDHoverType { set { return; } }
500 public override float PIDHoverTau { set { return; } } 500 public override float PIDHoverTau { set { return; } }
501
502 public override Quaternion APIDTarget
503 {
504 set { return; }
505 }
506
507 public override bool APIDActive
508 {
509 set { return; }
510 }
511
512 public override float APIDStrength
513 {
514 set { return; }
515 }
516
517 public override float APIDDamping
518 {
519 set { return; }
520 }
521
522
501 523
502 public override void SubscribeEvents(int ms) 524 public override void SubscribeEvents(int ms)
503 { 525 {
@@ -780,6 +802,28 @@ namespace OpenSim.Region.Physics.PhysXPlugin
780 public override bool PIDHoverActive { set { return; } } 802 public override bool PIDHoverActive { set { return; } }
781 public override PIDHoverType PIDHoverType { set { return; } } 803 public override PIDHoverType PIDHoverType { set { return; } }
782 public override float PIDHoverTau { set { return; } } 804 public override float PIDHoverTau { set { return; } }
805
806 public override Quaternion APIDTarget
807 {
808 set { return; }
809 }
810
811 public override bool APIDActive
812 {
813 set { return; }
814 }
815
816 public override float APIDStrength
817 {
818 set { return; }
819 }
820
821 public override float APIDDamping
822 {
823 set { return; }
824 }
825
826
783 827
784 public override void SubscribeEvents(int ms) 828 public override void SubscribeEvents(int ms)
785 { 829 {
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 8eebf02..5fb2775 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2699,11 +2699,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2699 // Orient the object to the angle calculated 2699 // Orient the object to the angle calculated
2700 llSetRot(rot); 2700 llSetRot(rot);
2701 } 2701 }
2702
2703 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2704 {
2705 m_host.AddScriptLPS(1);
2706// NotImplemented("llRotLookAt");
2707 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2708
2709 }
2710
2702 2711
2703 public void llStopLookAt() 2712 public void llStopLookAt()
2704 { 2713 {
2705 m_host.AddScriptLPS(1); 2714 m_host.AddScriptLPS(1);
2706 NotImplemented("llStopLookAt"); 2715// NotImplemented("llStopLookAt");
2716 m_host.StopLookAt();
2707 } 2717 }
2708 2718
2709 public void llSetTimerEvent(double sec) 2719 public void llSetTimerEvent(double sec)
@@ -3047,12 +3057,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3047 m_host.AddScriptLPS(1); 3057 m_host.AddScriptLPS(1);
3048 } 3058 }
3049 3059
3050 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3051 {
3052 m_host.AddScriptLPS(1);
3053 NotImplemented("llRotLookAt");
3054 }
3055
3056 public LSL_Integer llStringLength(string str) 3060 public LSL_Integer llStringLength(string str)
3057 { 3061 {
3058 m_host.AddScriptLPS(1); 3062 m_host.AddScriptLPS(1);