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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs53
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs27
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs274
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs39
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs519
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs97
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs380
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs514
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs2
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments630
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs673
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3271
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3865
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs473
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs562
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs76
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs76
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs261
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs423
49 files changed, 13408 insertions, 1227 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 4780701..e7ce2e0 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -792,16 +792,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
792 } 792 }
793 } 793 }
794 794
795 public void SendGenericMessage(string method, List<string> message) 795 public void SendGenericMessage(string method, List<byte[]> message)
796 { 796 {
797 GenericMessagePacket gmp = new GenericMessagePacket(); 797 GenericMessagePacket gmp = new GenericMessagePacket();
798 gmp.MethodData.Method = Util.StringToBytes256(method); 798 gmp.MethodData.Method = Util.StringToBytes256(method);
799 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; 799 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count];
800 int i = 0; 800 int i = 0;
801 foreach (string val in message) 801 foreach (byte[] val in message)
802 { 802 {
803 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock(); 803 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock();
804 gmp.ParamList[i++].Parameter = Util.StringToBytes256(val); 804 gmp.ParamList[i++].Parameter = val;
805 } 805 }
806 OutPacket(gmp, ThrottleOutPacketType.Task); 806 OutPacket(gmp, ThrottleOutPacketType.Task);
807 } 807 }
@@ -813,6 +813,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
813 public virtual void SendLayerData(float[] map) 813 public virtual void SendLayerData(float[] map)
814 { 814 {
815 Util.FireAndForget(DoSendLayerData, map); 815 Util.FireAndForget(DoSendLayerData, map);
816
817 // Send it sync, and async. It's not that much data
818 // and it improves user experience just so much!
819 DoSendLayerData(map);
816 } 820 }
817 821
818 /// <summary> 822 /// <summary>
@@ -825,16 +829,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
825 829
826 try 830 try
827 { 831 {
828 //for (int y = 0; y < 16; y++) 832 for (int y = 0; y < 16; y++)
829 //{ 833 {
830 // for (int x = 0; x < 16; x++) 834 for (int x = 0; x < 16; x+=4)
831 // { 835 {
832 // SendLayerData(x, y, map); 836 SendLayerPacket(x, y, map);
833 // } 837 }
834 //} 838 }
835
836 // Send LayerData in a spiral pattern. Fun!
837 SendLayerTopRight(map, 0, 0, 15, 15);
838 } 839 }
839 catch (Exception e) 840 catch (Exception e)
840 { 841 {
@@ -842,51 +843,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
842 } 843 }
843 } 844 }
844 845
845 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
846 {
847 // Row
848 for (int i = x1; i <= x2; i++)
849 SendLayerData(i, y1, map);
850
851 // Column
852 for (int j = y1 + 1; j <= y2; j++)
853 SendLayerData(x2, j, map);
854
855 if (x2 - x1 > 0)
856 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
857 }
858
859 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
860 {
861 // Row in reverse
862 for (int i = x2; i >= x1; i--)
863 SendLayerData(i, y2, map);
864
865 // Column in reverse
866 for (int j = y2 - 1; j >= y1; j--)
867 SendLayerData(x1, j, map);
868
869 if (x2 - x1 > 0)
870 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
871 }
872
873 /// <summary> 846 /// <summary>
874 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 847 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
875 /// </summary> 848 /// </summary>
876 /// <param name="map">heightmap</param> 849 /// <param name="map">heightmap</param>
877 /// <param name="px">X coordinate for patches 0..12</param> 850 /// <param name="px">X coordinate for patches 0..12</param>
878 /// <param name="py">Y coordinate for patches 0..15</param> 851 /// <param name="py">Y coordinate for patches 0..15</param>
879 // private void SendLayerPacket(float[] map, int y, int x) 852 private void SendLayerPacket(int x, int y, float[] map)
880 // { 853 {
881 // int[] patches = new int[4]; 854 int[] patches = new int[4];
882 // patches[0] = x + 0 + y * 16; 855 patches[0] = x + 0 + y * 16;
883 // patches[1] = x + 1 + y * 16; 856 patches[1] = x + 1 + y * 16;
884 // patches[2] = x + 2 + y * 16; 857 patches[2] = x + 2 + y * 16;
885 // patches[3] = x + 3 + y * 16; 858 patches[3] = x + 3 + y * 16;
886 859
887 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 860 float[] heightmap = (map.Length == 65536) ?
888 // OutPacket(layerpack, ThrottleOutPacketType.Land); 861 map :
889 // } 862 LLHeightFieldMoronize(map);
863
864 try
865 {
866 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
867 OutPacket(layerpack, ThrottleOutPacketType.Land);
868 }
869 catch
870 {
871 for (int px = x ; px < x + 4 ; px++)
872 SendLayerData(px, y, map);
873 }
874 }
890 875
891 /// <summary> 876 /// <summary>
892 /// Sends a specified patch to a client 877 /// Sends a specified patch to a client
@@ -3164,7 +3149,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3164 3149
3165 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3150 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3166 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3151 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3167
3168 OutPacket(objupdate, ThrottleOutPacketType.Task); 3152 OutPacket(objupdate, ThrottleOutPacketType.Task);
3169 } 3153 }
3170 3154
@@ -3215,8 +3199,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3215 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3199 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3216 } 3200 }
3217 3201
3218 // HACK: Using the task category until the tiered reprioritization code is in 3202 OutPacket(terse, ThrottleOutPacketType.State);
3219 OutPacket(terse, ThrottleOutPacketType.Task);
3220 } 3203 }
3221 3204
3222 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3205 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 6dacbba..e3e8718 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 53 internal object m_syncy = new object();
54 54
55 internal IConfig m_config; 55 internal IConfig m_config;
@@ -76,6 +76,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
79 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 80 }
80 81
81 public virtual void AddRegion(Scene scene) 82 public virtual void AddRegion(Scene scene)
@@ -185,6 +186,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 186 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 187 {
187 string fromName = c.From; 188 string fromName = c.From;
189 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 190 UUID fromID = UUID.Zero;
189 string message = c.Message; 191 string message = c.Message;
190 IScene scene = c.Scene; 192 IScene scene = c.Scene;
@@ -207,7 +209,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 209 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 210 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 211 fromID = c.Sender.AgentId;
210 212 if (avatar.GodLevel > 200)
213 {
214 fromNamePrefix = m_adminPrefix;
215 }
211 break; 216 break;
212 217
213 case ChatSourceType.Object: 218 case ChatSourceType.Object:
@@ -227,7 +232,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 232 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 233 delegate(ScenePresence presence)
229 { 234 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 235 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
231 } 236 }
232 ); 237 );
233 } 238 }
@@ -266,25 +271,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
266 } 271 }
267 272
268 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 273 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
269 274 if (c.Scene != null)
270 ((Scene)c.Scene).ForEachScenePresence( 275 {
271 delegate(ScenePresence presence) 276 ((Scene)c.Scene).ForEachScenePresence
272 { 277 (
273 // ignore chat from child agents 278 delegate(ScenePresence presence)
274 if (presence.IsChildAgent) return; 279 {
275 280 // ignore chat from child agents
276 IClientAPI client = presence.ControllingClient; 281 if (presence.IsChildAgent) return;
277 282
278 // don't forward SayOwner chat from objects to 283 IClientAPI client = presence.ControllingClient;
279 // non-owner agents 284
280 if ((c.Type == ChatTypeEnum.Owner) && 285 // don't forward SayOwner chat from objects to
281 (null != c.SenderObject) && 286 // non-owner agents
282 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 287 if ((c.Type == ChatTypeEnum.Owner) &&
283 return; 288 (null != c.SenderObject) &&
284 289 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
285 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 290 return;
286 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 291
287 }); 292 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
293 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
294 }
295 );
296 }
288 } 297 }
289 298
290 299
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/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index d9a021f..b60b32b 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -389,7 +389,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
389 { 389 {
390 // Check if this is ours to handle 390 // Check if this is ours to handle
391 // 391 //
392 m_log.Info("OnFridInstantMessage"); 392 //m_log.Info("OnFridInstantMessage");
393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered) 393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered)
394 return; 394 return;
395 395
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
index 710e3ca..39e2413 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
@@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
331 { 331 {
332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); 332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
333 333
334 m_log.Debug("---------------------------"); 334/* m_log.Debug("---------------------------");
335 m_log.Debug(" >> uri=" + request["uri"]); 335 m_log.Debug(" >> uri=" + request["uri"]);
336 m_log.Debug(" >> content-type=" + request["content-type"]); 336 m_log.Debug(" >> content-type=" + request["content-type"]);
337 m_log.Debug(" >> http-method=" + request["http-method"]); 337 m_log.Debug(" >> http-method=" + request["http-method"]);
338 m_log.Debug("---------------------------\n"); 338 m_log.Debug("---------------------------\n"); */
339
340 Hashtable responsedata = new Hashtable(); 339 Hashtable responsedata = new Hashtable();
341 responsedata["content_type"] = "text/html"; 340 responsedata["content_type"] = "text/html";
342 responsedata["keepalive"] = false; 341 responsedata["keepalive"] = false;
@@ -576,11 +575,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
576 { 575 {
577 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 576 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
578 577
579 m_log.Debug("---------------------------"); 578 /* m_log.Debug("---------------------------");
580 m_log.Debug(" >> uri=" + request["uri"]); 579 m_log.Debug(" >> uri=" + request["uri"]);
581 m_log.Debug(" >> content-type=" + request["content-type"]); 580 m_log.Debug(" >> content-type=" + request["content-type"]);
582 m_log.Debug(" >> http-method=" + request["http-method"]); 581 m_log.Debug(" >> http-method=" + request["http-method"]);
583 m_log.Debug("---------------------------\n"); 582 m_log.Debug("---------------------------\n"); */
584 583
585 Hashtable responsedata = new Hashtable(); 584 Hashtable responsedata = new Hashtable();
586 responsedata["content_type"] = "text/html"; 585 responsedata["content_type"] = "text/html";
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index af72968..3c0997c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -247,21 +247,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
247 // Fix ownership/creator of inventory items 247 // Fix ownership/creator of inventory items
248 // Not doing so results in inventory items 248 // Not doing so results in inventory items
249 // being no copy/no mod for everyone 249 // being no copy/no mod for everyone
250 lock (part.TaskInventory) 250 part.TaskInventory.LockItemsForRead(true);
251 TaskInventoryDictionary inv = part.TaskInventory;
252 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
251 { 253 {
252 TaskInventoryDictionary inv = part.TaskInventory; 254 if (!ResolveUserUuid(kvp.Value.OwnerID))
253 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
254 { 255 {
255 if (!ResolveUserUuid(kvp.Value.OwnerID)) 256 kvp.Value.OwnerID = masterAvatarId;
256 { 257 }
257 kvp.Value.OwnerID = masterAvatarId; 258 if (!ResolveUserUuid(kvp.Value.CreatorID))
258 } 259 {
259 if (!ResolveUserUuid(kvp.Value.CreatorID)) 260 kvp.Value.CreatorID = masterAvatarId;
260 {
261 kvp.Value.CreatorID = masterAvatarId;
262 }
263 } 261 }
264 } 262 }
263 part.TaskInventory.LockItemsForRead(false);
265 } 264 }
266 265
267 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 266 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
new file mode 100644
index 0000000..72b0b38
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
@@ -0,0 +1,274 @@
1/*
2 * Copyright (c) Thomas Grimshaw and Magne Metaverse Research
3 *
4 * This module is not open source. All rights reserved.
5 * Unauthorised copying, distribution or public display is prohibited.
6 *
7 */
8
9using System;
10using System.Collections.Generic;
11using System.IO;
12using System.Reflection;
13using OpenMetaverse;
14using log4net;
15using Nini.Config;
16using OpenSim.Data;
17using OpenSim.Framework;
18using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
19using OpenSim.Region.Framework.Interfaces;
20using OpenSim.Region.Framework.Scenes;
21
22
23namespace OpenSim.Region.CoreModules.World.Meta7Windlight
24{
25 public class Meta7WindlightModule : IRegionModule, ICommandableModule
26 {
27 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
28 private readonly Commander m_commander = new Commander("windlight");
29 private Scene m_scene;
30 private static bool m_enableWindlight;
31
32 #region ICommandableModule Members
33
34 public ICommander CommandInterface
35 {
36 get { return m_commander; }
37 }
38
39 #endregion
40
41 #region IRegionModule Members
42
43 public static bool EnableWindlight
44 {
45 get
46 {
47 return m_enableWindlight;
48 }
49 set
50 {
51 }
52 }
53
54 public void Initialise(Scene scene, IConfigSource config)
55 {
56 m_scene = scene;
57 m_scene.RegisterModuleInterface<IRegionModule>(this);
58 m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
59
60 // ini file settings
61 try
62 {
63 m_enableWindlight = config.Configs["Meta7Windlight"].GetBoolean("enable_windlight", false);
64 }
65 catch (Exception)
66 {
67 m_log.Debug("[WINDLIGHT]: ini failure for enable_windlight - using default");
68 }
69
70 if (m_enableWindlight)
71 {
72 m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
73 m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
74 m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
75 }
76
77 InstallCommands();
78
79 m_log.Debug("[WINDLIGHT]: Initialised windlight module");
80 }
81
82 private List<byte[]> compileWindlightSettings(RegionMeta7WindlightData wl)
83 {
84 byte[] mBlock = new Byte[249];
85 int pos = 0;
86
87 wl.waterColor.ToBytes(mBlock, 0); pos += 12;
88 Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
89 Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
90 wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
91 Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
92 Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
93 Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
94 Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
95 Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
96 wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
97 wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
98 wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
99 wl.horizon.ToBytes(mBlock, pos); pos += 16;
100 Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
101 wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
102 Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
103 Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
104 Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
105 wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
106 Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
107 wl.ambient.ToBytes(mBlock, pos); pos += 16;
108 Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
109 Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
110 Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
111 Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
112 Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
113 wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
114 wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
115 Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
116 Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
117 wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
118 Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
119 Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
120 Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
121 mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
122 mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
123 mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
124 List<byte[]> param = new List<byte[]>();
125 param.Add(mBlock);
126 return param;
127 }
128 public void SendProfileToClient(ScenePresence presence)
129 {
130 IClientAPI client = presence.ControllingClient;
131 if (m_enableWindlight)
132 {
133 if (presence.IsChildAgent == false)
134 {
135 List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
136 client.SendGenericMessage("Windlight", param);
137 }
138 }
139 else
140 {
141 //We probably don't want to spam chat with this.. probably
142 //m_log.Debug("[WINDLIGHT]: Module disabled");
143 }
144 }
145 public void SendProfileToClient(ScenePresence presence, RegionMeta7WindlightData wl)
146 {
147 IClientAPI client = presence.ControllingClient;
148 if (m_enableWindlight)
149 {
150 if (presence.IsChildAgent == false)
151 {
152 List<byte[]> param = compileWindlightSettings(wl);
153 client.SendGenericMessage("Windlight", param);
154 }
155 }
156 else
157 {
158 //We probably don't want to spam chat with this.. probably
159 //m_log.Debug("[WINDLIGHT]: Module disabled");
160 }
161 }
162 private void EventManager_OnMakeRootAgent(ScenePresence presence)
163 {
164 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
165 SendProfileToClient(presence);
166 }
167 private void EventManager_OnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID pUUID)
168 {
169 ScenePresence Sc;
170 if (m_scene.TryGetAvatar(pUUID,out Sc))
171 {
172 SendProfileToClient(Sc,wl);
173 }
174 }
175 private void EventManager_OnSaveNewWindlightProfile()
176 {
177 m_scene.ForEachScenePresence(SendProfileToClient);
178 }
179
180 public void PostInitialise()
181 {
182
183 }
184
185 public void Close()
186 {
187 }
188
189 public string Name
190 {
191 get { return "Meta7WindlightModule"; }
192 }
193
194 public bool IsSharedModule
195 {
196 get { return false; }
197 }
198
199 #endregion
200
201 #region events
202
203 #endregion
204
205 #region ICommandableModule Members
206
207 private void InstallCommands()
208 {
209 Command wlload = new Command("load", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleLoad, "Load windlight profile from the database and broadcast");
210 Command wlenable = new Command("enable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleEnable, "Enable the windlight plugin");
211 Command wldisable = new Command("disable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleDisable, "Enable the windlight plugin");
212
213 m_commander.RegisterCommand("load", wlload);
214 m_commander.RegisterCommand("enable", wlenable);
215 m_commander.RegisterCommand("disable", wldisable);
216
217 m_scene.RegisterModuleCommander(m_commander);
218 }
219
220 private void HandleLoad(Object[] args)
221 {
222 if (!m_enableWindlight)
223 {
224 m_log.InfoFormat("[WINDLIGHT]: Cannot load windlight profile, module disabled. Use 'windlight enable' first.");
225 }
226 else
227 {
228 m_log.InfoFormat("[WINDLIGHT]: Loading Windlight profile from database");
229 m_scene.LoadWindlightProfile();
230 m_log.InfoFormat("[WINDLIGHT]: Load complete");
231 }
232 }
233
234 private void HandleDisable(Object[] args)
235 {
236 m_log.InfoFormat("[WINDLIGHT]: Plugin now disabled");
237 m_enableWindlight=false;
238 }
239
240 private void HandleEnable(Object[] args)
241 {
242 m_log.InfoFormat("[WINDLIGHT]: Plugin now enabled");
243 m_enableWindlight = true;
244 }
245
246 /// <summary>
247 /// Processes commandline input. Do not call directly.
248 /// </summary>
249 /// <param name="args">Commandline arguments</param>
250 private void EventManager_OnPluginConsole(string[] args)
251 {
252 if (args[0] == "windlight")
253 {
254 if (args.Length == 1)
255 {
256 m_commander.ProcessConsoleCommand("add", new string[0]);
257 return;
258 }
259
260 string[] tmpArgs = new string[args.Length - 2];
261 int i;
262 for (i = 2; i < args.Length; i++)
263 {
264 tmpArgs[i - 2] = args[i];
265 }
266
267 m_commander.ProcessConsoleCommand(args[1], tmpArgs);
268 }
269 }
270 #endregion
271
272 }
273}
274
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 9754da3..816060f 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -433,7 +433,7 @@ namespace OpenSim.Region.Examples.SimpleModule
433 433
434 } 434 }
435 435
436 public void SendGenericMessage(string method, List<string> message) 436 public void SendGenericMessage(string method, List<byte[]> message)
437 { 437 {
438 438
439 } 439 }
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
index 78bd622..7312799 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
@@ -103,6 +103,8 @@ namespace OpenSim.Region.Framework.Interfaces
103 103
104 void StoreRegionSettings(RegionSettings rs); 104 void StoreRegionSettings(RegionSettings rs);
105 RegionSettings LoadRegionSettings(UUID regionUUID); 105 RegionSettings LoadRegionSettings(UUID regionUUID);
106 RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
106 108
107 void Shutdown(); 109 void Shutdown();
108 } 110 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index c314596..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -156,10 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
156 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
157 162
158 // Check control flags 163 // Check control flags
159 bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
160 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
161 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
162 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
163 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
164 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
165 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -312,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
312 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
313 { 318 {
314 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
315 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
316 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
317 { 322 {
318 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -450,4 +455,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
450 m_scenePresence = null; 455 m_scenePresence = null;
451 } 456 }
452 } 457 }
453} \ No newline at end of file 458}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 753344d..68e73b1 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -193,7 +193,11 @@ namespace OpenSim.Region.Framework.Scenes
193 public event OnMakeChildAgentDelegate OnMakeChildAgent; 193 public event OnMakeChildAgentDelegate OnMakeChildAgent;
194 194
195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
196 public delegate void OnSaveNewWindlightProfileDelegate();
197 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
196 public event OnMakeRootAgentDelegate OnMakeRootAgent; 198 public event OnMakeRootAgentDelegate OnMakeRootAgent;
199 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
200 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
197 201
198 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel); 202 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
199 203
@@ -411,6 +415,8 @@ namespace OpenSim.Region.Framework.Scenes
411 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage; 415 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage;
412 private ClientClosed handlerClientClosed = null; //OnClientClosed; 416 private ClientClosed handlerClientClosed = null; //OnClientClosed;
413 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent; 417 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent;
418 private OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = null; //OnSaveNewWindlightProfile;
419 private OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = null; //OnSendNewWindlightProfileTargeted;
414 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent; 420 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent;
415 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick; 421 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick;
416 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps; 422 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps;
@@ -772,6 +778,24 @@ namespace OpenSim.Region.Framework.Scenes
772 } 778 }
773 } 779 }
774 780
781 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
782 {
783 handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
784 if (handlerSendNewWindlightProfileTargeted != null)
785 {
786 handlerSendNewWindlightProfileTargeted(wl, user);
787 }
788 }
789
790 public void TriggerOnSaveNewWindlightProfile()
791 {
792 handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
793 if (handlerSaveNewWindlightProfile != null)
794 {
795 handlerSaveNewWindlightProfile();
796 }
797 }
798
775 public void TriggerOnMakeRootAgent(ScenePresence presence) 799 public void TriggerOnMakeRootAgent(ScenePresence presence)
776 { 800 {
777 handlerMakeRootAgent = OnMakeRootAgent; 801 handlerMakeRootAgent = OnMakeRootAgent;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 89ce4ae..bce7d32 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -846,8 +846,12 @@ namespace OpenSim.Region.Framework.Scenes
846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
847 { 847 {
848 SceneObjectPart part = GetSceneObjectPart(localID); 848 SceneObjectPart part = GetSceneObjectPart(localID);
849 SceneObjectGroup group = part.ParentGroup; 849 SceneObjectGroup group = null;
850 if (group != null) 850 if (part != null)
851 {
852 group = part.ParentGroup;
853 }
854 if (part != null && group != null)
851 { 855 {
852 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 856 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
853 if (item == null) 857 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f79eb5d..265129c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Framework.Scenes
539 539
540 // Load region settings 540 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
542 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
543
542 if (m_storageManager.EstateDataStore != null) 544 if (m_storageManager.EstateDataStore != null)
543 { 545 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -886,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 888 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 889 public virtual void Restart(float seconds)
888 { 890 {
891 Restart(seconds, true);
892 }
893
894 /// <summary>
895 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
896 /// </summary>
897 /// <param name="seconds">float indicating duration before restart.</param>
898 public virtual void Restart(float seconds, bool showDialog)
899 {
889 // notifications are done in 15 second increments 900 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 901 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 902 // It's a 'Cancel restart' request.
@@ -906,8 +917,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 917 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 918 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 919 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 920 if (showDialog)
921 {
922 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 923 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
924 }
911 } 925 }
912 } 926 }
913 927
@@ -1189,16 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1203 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1204 CheckAtTargets();
1191 1205
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1206 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1207 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1208 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1209 m_sceneGraph.UpdatePresences();
1201 1210
1211 // Update SceneObjectGroups that have scheduled themselves for updates
1212 // Objects queue their updates onto all scene presences
1213 if (m_frame % m_update_objects == 0)
1214 m_sceneGraph.UpdateObjectGroups();
1215
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1216 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1217 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1218 m_sceneGraph.UpdatePreparePhysics();
@@ -1505,6 +1519,19 @@ namespace OpenSim.Region.Framework.Scenes
1505 public void SaveTerrain() 1519 public void SaveTerrain()
1506 { 1520 {
1507 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1521 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1522 }
1523
1524 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1525 {
1526 m_regInfo.WindlightSettings = wl;
1527 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1528 m_eventManager.TriggerOnSaveNewWindlightProfile();
1529 }
1530
1531 public void LoadWindlightProfile()
1532 {
1533 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1534 m_eventManager.TriggerOnSaveNewWindlightProfile();
1508 } 1535 }
1509 1536
1510 /// <summary> 1537 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f74fd5d..b0fb8b3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -542,6 +542,18 @@ namespace OpenSim.Region.Framework.Scenes
542 if (group.GetFromItemID() == itemID) 542 if (group.GetFromItemID() == itemID)
543 { 543 {
544 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 544 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
545 bool hasScripts = false;
546 foreach (SceneObjectPart part in group.Children.Values)
547 {
548 if (part.Inventory.ContainsScripts())
549 {
550 hasScripts = true;
551 break;
552 }
553 }
554
555 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
556 System.Threading.Thread.Sleep(100);
545 group.DetachToInventoryPrep(); 557 group.DetachToInventoryPrep();
546 m_log.Debug("[DETACH]: Saving attachpoint: " + 558 m_log.Debug("[DETACH]: Saving attachpoint: " +
547 ((uint)group.GetAttachmentPoint()).ToString()); 559 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e9ed066..f8498c6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -98,6 +98,72 @@ namespace OpenSim.Region.Framework.Scenes
98 private bool m_hasGroupChanged = false; 98 private bool m_hasGroupChanged = false;
99 private long timeFirstChanged; 99 private long timeFirstChanged;
100 private long timeLastChanged; 100 private long timeLastChanged;
101 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
102
103 public void lockPartsForRead(bool locked)
104 {
105 if (locked)
106 {
107 if (m_partsLock.RecursiveReadCount > 0)
108 {
109 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
110 m_partsLock.ExitReadLock();
111 }
112 if (m_partsLock.RecursiveWriteCount > 0)
113 {
114 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
115 m_partsLock.ExitWriteLock();
116 }
117
118 while (!m_partsLock.TryEnterReadLock(60000))
119 {
120 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
121 if (m_partsLock.IsWriteLockHeld)
122 {
123 m_partsLock = new System.Threading.ReaderWriterLockSlim();
124 }
125 }
126 }
127 else
128 {
129 if (m_partsLock.RecursiveReadCount > 0)
130 {
131 m_partsLock.ExitReadLock();
132 }
133 }
134 }
135 public void lockPartsForWrite(bool locked)
136 {
137 if (locked)
138 {
139 if (m_partsLock.RecursiveReadCount > 0)
140 {
141 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
142 m_partsLock.ExitReadLock();
143 }
144 if (m_partsLock.RecursiveWriteCount > 0)
145 {
146 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
147 m_partsLock.ExitWriteLock();
148 }
149
150 while (!m_partsLock.TryEnterWriteLock(60000))
151 {
152 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
153 if (m_partsLock.IsWriteLockHeld)
154 {
155 m_partsLock = new System.Threading.ReaderWriterLockSlim();
156 }
157 }
158 }
159 else
160 {
161 if (m_partsLock.RecursiveWriteCount > 0)
162 {
163 m_partsLock.ExitWriteLock();
164 }
165 }
166 }
101 167
102 public bool HasGroupChanged 168 public bool HasGroupChanged
103 { 169 {
@@ -243,13 +309,16 @@ namespace OpenSim.Region.Framework.Scenes
243 set 309 set
244 { 310 {
245 m_regionHandle = value; 311 m_regionHandle = value;
246 lock (m_parts) 312 lockPartsForRead(true);
247 { 313 {
248 foreach (SceneObjectPart part in m_parts.Values) 314 foreach (SceneObjectPart part in m_parts.Values)
249 { 315 {
316
250 part.RegionHandle = m_regionHandle; 317 part.RegionHandle = m_regionHandle;
318
251 } 319 }
252 } 320 }
321 lockPartsForRead(false);
253 } 322 }
254 } 323 }
255 324
@@ -275,13 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
275 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 344 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
276 } 345 }
277 346
278 lock (m_parts) 347 lockPartsForRead(true);
279 { 348 {
280 foreach (SceneObjectPart part in m_parts.Values) 349 foreach (SceneObjectPart part in m_parts.Values)
281 { 350 {
351
282 part.GroupPosition = val; 352 part.GroupPosition = val;
353
283 } 354 }
284 } 355 }
356 lockPartsForRead(false);
285 357
286 //if (m_rootPart.PhysActor != null) 358 //if (m_rootPart.PhysActor != null)
287 //{ 359 //{
@@ -432,13 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
432 504
433 public void SetFromItemID(UUID AssetId) 505 public void SetFromItemID(UUID AssetId)
434 { 506 {
435 lock (m_parts) 507 lockPartsForRead(true);
436 { 508 {
437 foreach (SceneObjectPart part in m_parts.Values) 509 foreach (SceneObjectPart part in m_parts.Values)
438 { 510 {
511
439 part.FromItemID = AssetId; 512 part.FromItemID = AssetId;
513
440 } 514 }
441 } 515 }
516 lockPartsForRead(false);
442 } 517 }
443 518
444 public UUID GetFromItemID() 519 public UUID GetFromItemID()
@@ -505,10 +580,11 @@ namespace OpenSim.Region.Framework.Scenes
505 Vector3 maxScale = Vector3.Zero; 580 Vector3 maxScale = Vector3.Zero;
506 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 581 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
507 582
508 lock (m_parts) 583 lockPartsForRead(true);
509 { 584 {
510 foreach (SceneObjectPart part in m_parts.Values) 585 foreach (SceneObjectPart part in m_parts.Values)
511 { 586 {
587
512 Vector3 partscale = part.Scale; 588 Vector3 partscale = part.Scale;
513 Vector3 partoffset = part.OffsetPosition; 589 Vector3 partoffset = part.OffsetPosition;
514 590
@@ -519,8 +595,11 @@ namespace OpenSim.Region.Framework.Scenes
519 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 595 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
520 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 596 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
521 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 597 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
598
522 } 599 }
523 } 600 }
601 lockPartsForRead(false);
602
524 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 603 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
525 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 604 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
526 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 605 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -536,10 +615,11 @@ namespace OpenSim.Region.Framework.Scenes
536 615
537 EntityIntersection result = new EntityIntersection(); 616 EntityIntersection result = new EntityIntersection();
538 617
539 lock (m_parts) 618 lockPartsForRead(true);
540 { 619 {
541 foreach (SceneObjectPart part in m_parts.Values) 620 foreach (SceneObjectPart part in m_parts.Values)
542 { 621 {
622
543 // Temporary commented to stop compiler warning 623 // Temporary commented to stop compiler warning
544 //Vector3 partPosition = 624 //Vector3 partPosition =
545 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 625 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -567,8 +647,10 @@ namespace OpenSim.Region.Framework.Scenes
567 result.distance = inter.distance; 647 result.distance = inter.distance;
568 } 648 }
569 } 649 }
650
570 } 651 }
571 } 652 }
653 lockPartsForRead(false);
572 return result; 654 return result;
573 } 655 }
574 656
@@ -581,10 +663,11 @@ namespace OpenSim.Region.Framework.Scenes
581 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 663 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
582 { 664 {
583 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 665 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
584 lock (m_parts) 666 lockPartsForRead(true);
585 { 667 {
586 foreach (SceneObjectPart part in m_parts.Values) 668 foreach (SceneObjectPart part in m_parts.Values)
587 { 669 {
670
588 Vector3 worldPos = part.GetWorldPosition(); 671 Vector3 worldPos = part.GetWorldPosition();
589 Vector3 offset = worldPos - AbsolutePosition; 672 Vector3 offset = worldPos - AbsolutePosition;
590 Quaternion worldRot; 673 Quaternion worldRot;
@@ -643,6 +726,8 @@ namespace OpenSim.Region.Framework.Scenes
643 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 726 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
644 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 727 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
645 728
729
730
646 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 731 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
647 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 732 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
648 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 733 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -814,6 +899,7 @@ namespace OpenSim.Region.Framework.Scenes
814 minZ = backBottomLeft.Z; 899 minZ = backBottomLeft.Z;
815 } 900 }
816 } 901 }
902 lockPartsForRead(false);
817 903
818 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 904 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
819 905
@@ -842,17 +928,20 @@ namespace OpenSim.Region.Framework.Scenes
842 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 928 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
843 929
844 // Capture script state while holding the lock 930 // Capture script state while holding the lock
845 lock (m_parts) 931 lockPartsForRead(true);
846 { 932 {
847 foreach (SceneObjectPart part in m_parts.Values) 933 foreach (SceneObjectPart part in m_parts.Values)
848 { 934 {
935
849 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 936 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
850 foreach (UUID itemid in pstates.Keys) 937 foreach (UUID itemid in pstates.Keys)
851 { 938 {
852 states.Add(itemid, pstates[itemid]); 939 states.Add(itemid, pstates[itemid]);
853 } 940 }
941
854 } 942 }
855 } 943 }
944 lockPartsForRead(false);
856 945
857 if (states.Count > 0) 946 if (states.Count > 0)
858 { 947 {
@@ -1014,13 +1103,16 @@ namespace OpenSim.Region.Framework.Scenes
1014 1103
1015 public override void UpdateMovement() 1104 public override void UpdateMovement()
1016 { 1105 {
1017 lock (m_parts) 1106 lockPartsForRead(true);
1018 { 1107 {
1019 foreach (SceneObjectPart part in m_parts.Values) 1108 foreach (SceneObjectPart part in m_parts.Values)
1020 { 1109 {
1110
1021 part.UpdateMovement(); 1111 part.UpdateMovement();
1112
1022 } 1113 }
1023 } 1114 }
1115 lockPartsForRead(false);
1024 } 1116 }
1025 1117
1026 public ushort GetTimeDilation() 1118 public ushort GetTimeDilation()
@@ -1064,7 +1156,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 /// <param name="part"></param> 1156 /// <param name="part"></param>
1065 public void AddPart(SceneObjectPart part) 1157 public void AddPart(SceneObjectPart part)
1066 { 1158 {
1067 lock (m_parts) 1159 lockPartsForWrite(true);
1068 { 1160 {
1069 part.SetParent(this); 1161 part.SetParent(this);
1070 m_parts.Add(part.UUID, part); 1162 m_parts.Add(part.UUID, part);
@@ -1074,6 +1166,7 @@ namespace OpenSim.Region.Framework.Scenes
1074 if (part.LinkNum == 2 && RootPart != null) 1166 if (part.LinkNum == 2 && RootPart != null)
1075 RootPart.LinkNum = 1; 1167 RootPart.LinkNum = 1;
1076 } 1168 }
1169 lockPartsForWrite(false);
1077 } 1170 }
1078 1171
1079 /// <summary> 1172 /// <summary>
@@ -1081,28 +1174,33 @@ namespace OpenSim.Region.Framework.Scenes
1081 /// </summary> 1174 /// </summary>
1082 private void UpdateParentIDs() 1175 private void UpdateParentIDs()
1083 { 1176 {
1084 lock (m_parts) 1177 lockPartsForRead(true);
1085 { 1178 {
1086 foreach (SceneObjectPart part in m_parts.Values) 1179 foreach (SceneObjectPart part in m_parts.Values)
1087 { 1180 {
1181
1088 if (part.UUID != m_rootPart.UUID) 1182 if (part.UUID != m_rootPart.UUID)
1089 { 1183 {
1090 part.ParentID = m_rootPart.LocalId; 1184 part.ParentID = m_rootPart.LocalId;
1091 } 1185 }
1186
1092 } 1187 }
1093 } 1188 }
1189 lockPartsForRead(false);
1094 } 1190 }
1095 1191
1096 public void RegenerateFullIDs() 1192 public void RegenerateFullIDs()
1097 { 1193 {
1098 lock (m_parts) 1194 lockPartsForRead(true);
1099 { 1195 {
1100 foreach (SceneObjectPart part in m_parts.Values) 1196 foreach (SceneObjectPart part in m_parts.Values)
1101 { 1197 {
1198
1102 part.UUID = UUID.Random(); 1199 part.UUID = UUID.Random();
1103 1200
1104 } 1201 }
1105 } 1202 }
1203 lockPartsForRead(false);
1106 } 1204 }
1107 1205
1108 // helper provided for parts. 1206 // helper provided for parts.
@@ -1183,29 +1281,33 @@ namespace OpenSim.Region.Framework.Scenes
1183 1281
1184 DetachFromBackup(); 1282 DetachFromBackup();
1185 1283
1186 lock (m_parts) 1284 lockPartsForRead(true);
1285 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1286 lockPartsForRead(false);
1287
1288 foreach (SceneObjectPart part in values)
1187 { 1289 {
1188 foreach (SceneObjectPart part in m_parts.Values)
1189 {
1190// part.Inventory.RemoveScriptInstances(); 1290// part.Inventory.RemoveScriptInstances();
1191 1291
1192 ScenePresence[] avatars = Scene.GetScenePresences(); 1292 ScenePresence[] avatars = Scene.GetScenePresences();
1193 for (int i = 0; i < avatars.Length; i++) 1293 for (int i = 0; i < avatars.Length; i++)
1294 {
1295 if (avatars[i].ParentID == LocalId)
1194 { 1296 {
1195 if (avatars[i].ParentID == LocalId) 1297 avatars[i].StandUp();
1196 { 1298 }
1197 avatars[i].StandUp();
1198 }
1199 1299
1200 if (!silent) 1300 if (!silent)
1201 { 1301 {
1202 part.UpdateFlag = 0; 1302 part.UpdateFlag = 0;
1203 if (part == m_rootPart) 1303 if (part == m_rootPart)
1204 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1304 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1205 }
1206 } 1305 }
1207 } 1306 }
1307
1208 } 1308 }
1309
1310
1209 } 1311 }
1210 1312
1211 public void AddScriptLPS(int count) 1313 public void AddScriptLPS(int count)
@@ -1230,17 +1332,20 @@ namespace OpenSim.Region.Framework.Scenes
1230 1332
1231 scriptEvents aggregateScriptEvents=0; 1333 scriptEvents aggregateScriptEvents=0;
1232 1334
1233 lock (m_parts) 1335 lockPartsForRead(true);
1234 { 1336 {
1235 foreach (SceneObjectPart part in m_parts.Values) 1337 foreach (SceneObjectPart part in m_parts.Values)
1236 { 1338 {
1339
1237 if (part == null) 1340 if (part == null)
1238 continue; 1341 continue;
1239 if (part != RootPart) 1342 if (part != RootPart)
1240 part.ObjectFlags = objectflagupdate; 1343 part.ObjectFlags = objectflagupdate;
1241 aggregateScriptEvents |= part.AggregateScriptEvents; 1344 aggregateScriptEvents |= part.AggregateScriptEvents;
1345
1242 } 1346 }
1243 } 1347 }
1348 lockPartsForRead(false);
1244 1349
1245 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1350 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1246 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1351 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1273,42 +1378,52 @@ namespace OpenSim.Region.Framework.Scenes
1273 /// <param name="m_physicalPrim"></param> 1378 /// <param name="m_physicalPrim"></param>
1274 public void ApplyPhysics(bool m_physicalPrim) 1379 public void ApplyPhysics(bool m_physicalPrim)
1275 { 1380 {
1276 lock (m_parts) 1381 lockPartsForRead(true);
1382
1383 if (m_parts.Count > 1)
1277 { 1384 {
1278 if (m_parts.Count > 1) 1385 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1386 lockPartsForRead(false);
1387 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1388 foreach (SceneObjectPart part in values)
1279 { 1389 {
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1390
1281 foreach (SceneObjectPart part in m_parts.Values) 1391 if (part.LocalId != m_rootPart.LocalId)
1282 { 1392 {
1283 if (part.LocalId != m_rootPart.LocalId) 1393 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1284 {
1285 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1286 }
1287 } 1394 }
1288 1395
1289 // Hack to get the physics scene geometries in the right spot
1290 ResetChildPrimPhysicsPositions();
1291 }
1292 else
1293 {
1294 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1295 } 1396 }
1397 // Hack to get the physics scene geometries in the right spot
1398 ResetChildPrimPhysicsPositions();
1399 }
1400 else
1401 {
1402 lockPartsForRead(false);
1403 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1296 } 1404 }
1297 } 1405 }
1298 1406
1299 public void SetOwnerId(UUID userId) 1407 public void SetOwnerId(UUID userId)
1300 { 1408 {
1301 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1409 ForEachPart(delegate(SceneObjectPart part)
1410 {
1411
1412 part.OwnerID = userId;
1413
1414 });
1302 } 1415 }
1303 1416
1304 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1417 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1305 { 1418 {
1306 lock (m_parts) 1419 lockPartsForRead(true);
1420 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1421 lockPartsForRead(false);
1422 foreach (SceneObjectPart part in values)
1307 { 1423 {
1308 foreach (SceneObjectPart part in m_parts.Values) 1424
1309 { 1425 whatToDo(part);
1310 whatToDo(part); 1426
1311 }
1312 } 1427 }
1313 } 1428 }
1314 1429
@@ -1407,14 +1522,17 @@ namespace OpenSim.Region.Framework.Scenes
1407 { 1522 {
1408 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1523 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1409 1524
1410 lock (m_parts) 1525 lockPartsForRead(true);
1411 { 1526 {
1412 foreach (SceneObjectPart part in m_parts.Values) 1527 foreach (SceneObjectPart part in m_parts.Values)
1413 { 1528 {
1529
1414 if (part != RootPart) 1530 if (part != RootPart)
1415 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1531 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1532
1416 } 1533 }
1417 } 1534 }
1535 lockPartsForRead(false);
1418 } 1536 }
1419 1537
1420 /// <summary> 1538 /// <summary>
@@ -1509,10 +1627,11 @@ namespace OpenSim.Region.Framework.Scenes
1509 1627
1510 List<SceneObjectPart> partList; 1628 List<SceneObjectPart> partList;
1511 1629
1512 lock (m_parts) 1630 lockPartsForRead(true);
1513 { 1631
1514 partList = new List<SceneObjectPart>(m_parts.Values); 1632 partList = new List<SceneObjectPart>(m_parts.Values);
1515 } 1633
1634 lockPartsForRead(false);
1516 1635
1517 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1636 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1518 { 1637 {
@@ -1761,6 +1880,7 @@ namespace OpenSim.Region.Framework.Scenes
1761 } 1880 }
1762 } 1881 }
1763 } 1882 }
1883
1764 public void stopLookAt() 1884 public void stopLookAt()
1765 { 1885 {
1766 SceneObjectPart rootpart = m_rootPart; 1886 SceneObjectPart rootpart = m_rootPart;
@@ -1835,10 +1955,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 1955 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1836 newPart.SetParent(this); 1956 newPart.SetParent(this);
1837 1957
1838 lock (m_parts) 1958 lockPartsForWrite(true);
1839 { 1959 {
1840 m_parts.Add(newPart.UUID, newPart); 1960 m_parts.Add(newPart.UUID, newPart);
1841 } 1961 }
1962 lockPartsForWrite(false);
1842 1963
1843 SetPartAsNonRoot(newPart); 1964 SetPartAsNonRoot(newPart);
1844 1965
@@ -1901,7 +2022,7 @@ namespace OpenSim.Region.Framework.Scenes
1901 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2022 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1902 // return; 2023 // return;
1903 2024
1904 lock (m_parts) 2025 lockPartsForRead(true);
1905 { 2026 {
1906 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2027 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1907 2028
@@ -1919,34 +2040,43 @@ namespace OpenSim.Region.Framework.Scenes
1919 2040
1920 foreach (SceneObjectPart part in m_parts.Values) 2041 foreach (SceneObjectPart part in m_parts.Values)
1921 { 2042 {
2043
1922 part.SendScheduledUpdates(); 2044 part.SendScheduledUpdates();
2045
1923 } 2046 }
1924 } 2047 }
2048 lockPartsForRead(false);
1925 } 2049 }
1926 2050
1927 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2051 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1928 { 2052 {
1929 RootPart.AddFullUpdateToAvatar(presence); 2053 RootPart.AddFullUpdateToAvatar(presence);
1930 2054
1931 lock (m_parts) 2055 lockPartsForRead(true);
1932 { 2056 {
1933 foreach (SceneObjectPart part in m_parts.Values) 2057 foreach (SceneObjectPart part in m_parts.Values)
1934 { 2058 {
2059
1935 if (part != RootPart) 2060 if (part != RootPart)
1936 part.AddFullUpdateToAvatar(presence); 2061 part.AddFullUpdateToAvatar(presence);
2062
1937 } 2063 }
1938 } 2064 }
2065 lockPartsForRead(false);
1939 } 2066 }
1940 2067
1941 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2068 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1942 { 2069 {
1943 lock (m_parts) 2070 lockPartsForRead(true);
1944 { 2071 {
1945 foreach (SceneObjectPart part in m_parts.Values) 2072 foreach (SceneObjectPart part in m_parts.Values)
1946 { 2073 {
2074
1947 part.AddTerseUpdateToAvatar(presence); 2075 part.AddTerseUpdateToAvatar(presence);
2076
1948 } 2077 }
1949 } 2078 }
2079 lockPartsForRead(false);
1950 } 2080 }
1951 2081
1952 /// <summary> 2082 /// <summary>
@@ -1957,14 +2087,17 @@ namespace OpenSim.Region.Framework.Scenes
1957 checkAtTargets(); 2087 checkAtTargets();
1958 RootPart.ScheduleFullUpdate(); 2088 RootPart.ScheduleFullUpdate();
1959 2089
1960 lock (m_parts) 2090 lockPartsForRead(true);
1961 { 2091 {
1962 foreach (SceneObjectPart part in m_parts.Values) 2092 foreach (SceneObjectPart part in m_parts.Values)
1963 { 2093 {
2094
1964 if (part != RootPart) 2095 if (part != RootPart)
1965 part.ScheduleFullUpdate(); 2096 part.ScheduleFullUpdate();
2097
1966 } 2098 }
1967 } 2099 }
2100 lockPartsForRead(false);
1968 } 2101 }
1969 2102
1970 /// <summary> 2103 /// <summary>
@@ -1972,13 +2105,16 @@ namespace OpenSim.Region.Framework.Scenes
1972 /// </summary> 2105 /// </summary>
1973 public void ScheduleGroupForTerseUpdate() 2106 public void ScheduleGroupForTerseUpdate()
1974 { 2107 {
1975 lock (m_parts) 2108 lockPartsForRead(true);
1976 { 2109 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2110 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2111 {
2112
1979 part.ScheduleTerseUpdate(); 2113 part.ScheduleTerseUpdate();
2114
1980 } 2115 }
1981 } 2116 }
2117 lockPartsForRead(false);
1982 } 2118 }
1983 2119
1984 /// <summary> 2120 /// <summary>
@@ -1991,14 +2127,17 @@ namespace OpenSim.Region.Framework.Scenes
1991 2127
1992 RootPart.SendFullUpdateToAllClients(); 2128 RootPart.SendFullUpdateToAllClients();
1993 2129
1994 lock (m_parts) 2130 lockPartsForRead(true);
1995 { 2131 {
1996 foreach (SceneObjectPart part in m_parts.Values) 2132 foreach (SceneObjectPart part in m_parts.Values)
1997 { 2133 {
2134
1998 if (part != RootPart) 2135 if (part != RootPart)
1999 part.SendFullUpdateToAllClients(); 2136 part.SendFullUpdateToAllClients();
2137
2000 } 2138 }
2001 } 2139 }
2140 lockPartsForRead(false);
2002 } 2141 }
2003 2142
2004 /// <summary> 2143 /// <summary>
@@ -2029,14 +2168,15 @@ namespace OpenSim.Region.Framework.Scenes
2029 { 2168 {
2030 if (IsDeleted) 2169 if (IsDeleted)
2031 return; 2170 return;
2032 2171
2033 lock (m_parts) 2172 lockPartsForRead(true);
2034 { 2173 {
2035 foreach (SceneObjectPart part in m_parts.Values) 2174 foreach (SceneObjectPart part in m_parts.Values)
2036 { 2175 {
2037 part.SendTerseUpdateToAllClients(); 2176 part.SendTerseUpdateToAllClients();
2038 } 2177 }
2039 } 2178 }
2179 lockPartsForRead(false);
2040 } 2180 }
2041 2181
2042 #endregion 2182 #endregion
@@ -2050,16 +2190,18 @@ namespace OpenSim.Region.Framework.Scenes
2050 /// <returns>null if no child part with that linknum or child part</returns> 2190 /// <returns>null if no child part with that linknum or child part</returns>
2051 public SceneObjectPart GetLinkNumPart(int linknum) 2191 public SceneObjectPart GetLinkNumPart(int linknum)
2052 { 2192 {
2053 lock (m_parts) 2193 lockPartsForRead(true);
2054 { 2194 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2195 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2196 {
2057 if (part.LinkNum == linknum) 2197 if (part.LinkNum == linknum)
2058 { 2198 {
2199 lockPartsForRead(false);
2059 return part; 2200 return part;
2060 } 2201 }
2061 } 2202 }
2062 } 2203 }
2204 lockPartsForRead(false);
2063 2205
2064 return null; 2206 return null;
2065 } 2207 }
@@ -2087,17 +2229,19 @@ namespace OpenSim.Region.Framework.Scenes
2087 public SceneObjectPart GetChildPart(uint localID) 2229 public SceneObjectPart GetChildPart(uint localID)
2088 { 2230 {
2089 //m_log.DebugFormat("Entered looking for {0}", localID); 2231 //m_log.DebugFormat("Entered looking for {0}", localID);
2090 lock (m_parts) 2232 lockPartsForRead(true);
2091 { 2233 {
2092 foreach (SceneObjectPart part in m_parts.Values) 2234 foreach (SceneObjectPart part in m_parts.Values)
2093 { 2235 {
2094 //m_log.DebugFormat("Found {0}", part.LocalId); 2236 //m_log.DebugFormat("Found {0}", part.LocalId);
2095 if (part.LocalId == localID) 2237 if (part.LocalId == localID)
2096 { 2238 {
2239 lockPartsForRead(false);
2097 return part; 2240 return part;
2098 } 2241 }
2099 } 2242 }
2100 } 2243 }
2244 lockPartsForRead(false);
2101 2245
2102 return null; 2246 return null;
2103 } 2247 }
@@ -2127,17 +2271,19 @@ namespace OpenSim.Region.Framework.Scenes
2127 public bool HasChildPrim(uint localID) 2271 public bool HasChildPrim(uint localID)
2128 { 2272 {
2129 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2273 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2130 lock (m_parts) 2274 lockPartsForRead(true);
2131 { 2275 {
2132 foreach (SceneObjectPart part in m_parts.Values) 2276 foreach (SceneObjectPart part in m_parts.Values)
2133 { 2277 {
2134 //m_log.DebugFormat("Found {0}", part.LocalId); 2278 //m_log.DebugFormat("Found {0}", part.LocalId);
2135 if (part.LocalId == localID) 2279 if (part.LocalId == localID)
2136 { 2280 {
2281 lockPartsForRead(false);
2137 return true; 2282 return true;
2138 } 2283 }
2139 } 2284 }
2140 } 2285 }
2286 lockPartsForRead(false);
2141 2287
2142 return false; 2288 return false;
2143 } 2289 }
@@ -2187,53 +2333,57 @@ namespace OpenSim.Region.Framework.Scenes
2187 if (m_rootPart.LinkNum == 0) 2333 if (m_rootPart.LinkNum == 0)
2188 m_rootPart.LinkNum = 1; 2334 m_rootPart.LinkNum = 1;
2189 2335
2190 lock (m_parts) 2336 lockPartsForWrite(true);
2191 { 2337
2192 m_parts.Add(linkPart.UUID, linkPart); 2338 m_parts.Add(linkPart.UUID, linkPart);
2193 2339
2194 // Insert in terms of link numbers, the new links 2340 lockPartsForWrite(false);
2195 // before the current ones (with the exception of 2341
2196 // the root prim. Shuffle the old ones up 2342 // Insert in terms of link numbers, the new links
2197 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2343 // before the current ones (with the exception of
2344 // the root prim. Shuffle the old ones up
2345 lockPartsForRead(true);
2346 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2347 {
2348 if (kvp.Value.LinkNum != 1)
2198 { 2349 {
2199 if (kvp.Value.LinkNum != 1) 2350 // Don't update root prim link number
2200 { 2351 kvp.Value.LinkNum += objectGroup.PrimCount;
2201 // Don't update root prim link number
2202 kvp.Value.LinkNum += objectGroup.PrimCount;
2203 }
2204 } 2352 }
2353 }
2354 lockPartsForRead(false);
2205 2355
2206 linkPart.LinkNum = 2; 2356 linkPart.LinkNum = 2;
2207 2357
2208 linkPart.SetParent(this); 2358 linkPart.SetParent(this);
2209 linkPart.AddFlag(PrimFlags.CreateSelected); 2359 linkPart.AddFlag(PrimFlags.CreateSelected);
2210 2360
2211 //if (linkPart.PhysActor != null) 2361 //if (linkPart.PhysActor != null)
2212 //{ 2362 //{
2213 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2363 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2214 2364
2215 //linkPart.PhysActor = null; 2365 //linkPart.PhysActor = null;
2216 //} 2366 //}
2217 2367
2218 //TODO: rest of parts 2368 //TODO: rest of parts
2219 int linkNum = 3; 2369 int linkNum = 3;
2220 foreach (SceneObjectPart part in objectGroup.Children.Values) 2370 foreach (SceneObjectPart part in objectGroup.Children.Values)
2371 {
2372 if (part.UUID != objectGroup.m_rootPart.UUID)
2221 { 2373 {
2222 if (part.UUID != objectGroup.m_rootPart.UUID) 2374 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2223 {
2224 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2225 }
2226 part.ClearUndoState();
2227 } 2375 }
2376 part.ClearUndoState();
2228 } 2377 }
2229 2378
2230 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2379 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2231 objectGroup.m_isDeleted = true; 2380 objectGroup.m_isDeleted = true;
2381
2382 objectGroup.lockPartsForWrite(true);
2232 2383
2233 lock (objectGroup.m_parts) 2384 objectGroup.m_parts.Clear();
2234 { 2385
2235 objectGroup.m_parts.Clear(); 2386 objectGroup.lockPartsForWrite(false);
2236 }
2237 2387
2238 // Can't do this yet since backup still makes use of the root part without any synchronization 2388 // Can't do this yet since backup still makes use of the root part without any synchronization
2239// objectGroup.m_rootPart = null; 2389// objectGroup.m_rootPart = null;
@@ -2292,11 +2442,12 @@ namespace OpenSim.Region.Framework.Scenes
2292 Quaternion worldRot = linkPart.GetWorldRotation(); 2442 Quaternion worldRot = linkPart.GetWorldRotation();
2293 2443
2294 // Remove the part from this object 2444 // Remove the part from this object
2295 lock (m_parts) 2445 lockPartsForWrite(true);
2296 { 2446 {
2297 m_parts.Remove(linkPart.UUID); 2447 m_parts.Remove(linkPart.UUID);
2298 } 2448 }
2299 2449 lockPartsForWrite(false);
2450 lockPartsForRead(true);
2300 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2451 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2301 RootPart.LinkNum = 0; 2452 RootPart.LinkNum = 0;
2302 else 2453 else
@@ -2307,6 +2458,7 @@ namespace OpenSim.Region.Framework.Scenes
2307 p.LinkNum--; 2458 p.LinkNum--;
2308 } 2459 }
2309 } 2460 }
2461 lockPartsForRead(false);
2310 2462
2311 linkPart.ParentID = 0; 2463 linkPart.ParentID = 0;
2312 linkPart.LinkNum = 0; 2464 linkPart.LinkNum = 0;
@@ -2624,9 +2776,12 @@ namespace OpenSim.Region.Framework.Scenes
2624 2776
2625 if (selectionPart != null) 2777 if (selectionPart != null)
2626 { 2778 {
2627 lock (m_parts) 2779 lockPartsForRead(true);
2780 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2781 lockPartsForRead(false);
2782 foreach (SceneObjectPart part in parts)
2628 { 2783 {
2629 foreach (SceneObjectPart part in m_parts.Values) 2784 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2630 { 2785 {
2631 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2786 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2632 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2787 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2636,12 +2791,13 @@ namespace OpenSim.Region.Framework.Scenes
2636 break; 2791 break;
2637 } 2792 }
2638 } 2793 }
2794 }
2639 2795
2640 foreach (SceneObjectPart part in m_parts.Values) 2796 foreach (SceneObjectPart part in parts)
2641 { 2797 {
2642 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2798 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2643 }
2644 } 2799 }
2800
2645 } 2801 }
2646 } 2802 }
2647 2803
@@ -2727,11 +2883,9 @@ namespace OpenSim.Region.Framework.Scenes
2727 scale.Y = m_scene.m_maxNonphys; 2883 scale.Y = m_scene.m_maxNonphys;
2728 if (scale.Z > m_scene.m_maxNonphys) 2884 if (scale.Z > m_scene.m_maxNonphys)
2729 scale.Z = m_scene.m_maxNonphys; 2885 scale.Z = m_scene.m_maxNonphys;
2730
2731 SceneObjectPart part = GetChildPart(localID); 2886 SceneObjectPart part = GetChildPart(localID);
2732 if (part != null) 2887 if (part != null)
2733 { 2888 {
2734 part.Resize(scale);
2735 if (part.PhysActor != null) 2889 if (part.PhysActor != null)
2736 { 2890 {
2737 if (part.PhysActor.IsPhysical) 2891 if (part.PhysActor.IsPhysical)
@@ -2746,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2746 part.PhysActor.Size = scale; 2900 part.PhysActor.Size = scale;
2747 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2901 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2748 } 2902 }
2749 //if (part.UUID != m_rootPart.UUID) 2903 part.Resize(scale);
2750 2904
2751 HasGroupChanged = true; 2905 HasGroupChanged = true;
2752 ScheduleGroupForFullUpdate(); 2906 ScheduleGroupForFullUpdate();
@@ -2787,77 +2941,76 @@ namespace OpenSim.Region.Framework.Scenes
2787 float y = (scale.Y / part.Scale.Y); 2941 float y = (scale.Y / part.Scale.Y);
2788 float z = (scale.Z / part.Scale.Z); 2942 float z = (scale.Z / part.Scale.Z);
2789 2943
2790 lock (m_parts) 2944 lockPartsForRead(true);
2945 if (x > 1.0f || y > 1.0f || z > 1.0f)
2791 { 2946 {
2792 if (x > 1.0f || y > 1.0f || z > 1.0f) 2947 foreach (SceneObjectPart obPart in m_parts.Values)
2793 { 2948 {
2794 foreach (SceneObjectPart obPart in m_parts.Values) 2949 if (obPart.UUID != m_rootPart.UUID)
2795 { 2950 {
2796 if (obPart.UUID != m_rootPart.UUID) 2951 Vector3 oldSize = new Vector3(obPart.Scale);
2797 {
2798 Vector3 oldSize = new Vector3(obPart.Scale);
2799 2952
2800 float f = 1.0f; 2953 float f = 1.0f;
2801 float a = 1.0f; 2954 float a = 1.0f;
2802 2955
2803 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2956 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2957 {
2958 if (oldSize.X*x > m_scene.m_maxPhys)
2804 { 2959 {
2805 if (oldSize.X*x > m_scene.m_maxPhys) 2960 f = m_scene.m_maxPhys / oldSize.X;
2806 { 2961 a = f / x;
2807 f = m_scene.m_maxPhys / oldSize.X; 2962 x *= a;
2808 a = f / x; 2963 y *= a;
2809 x *= a; 2964 z *= a;
2810 y *= a;
2811 z *= a;
2812 }
2813 if (oldSize.Y*y > m_scene.m_maxPhys)
2814 {
2815 f = m_scene.m_maxPhys / oldSize.Y;
2816 a = f / y;
2817 x *= a;
2818 y *= a;
2819 z *= a;
2820 }
2821 if (oldSize.Z*z > m_scene.m_maxPhys)
2822 {
2823 f = m_scene.m_maxPhys / oldSize.Z;
2824 a = f / z;
2825 x *= a;
2826 y *= a;
2827 z *= a;
2828 }
2829 } 2965 }
2830 else 2966 if (oldSize.Y*y > m_scene.m_maxPhys)
2967 {
2968 f = m_scene.m_maxPhys / oldSize.Y;
2969 a = f / y;
2970 x *= a;
2971 y *= a;
2972 z *= a;
2973 }
2974 if (oldSize.Z*z > m_scene.m_maxPhys)
2975 {
2976 f = m_scene.m_maxPhys / oldSize.Z;
2977 a = f / z;
2978 x *= a;
2979 y *= a;
2980 z *= a;
2981 }
2982 }
2983 else
2984 {
2985 if (oldSize.X*x > m_scene.m_maxNonphys)
2986 {
2987 f = m_scene.m_maxNonphys / oldSize.X;
2988 a = f / x;
2989 x *= a;
2990 y *= a;
2991 z *= a;
2992 }
2993 if (oldSize.Y*y > m_scene.m_maxNonphys)
2831 { 2994 {
2832 if (oldSize.X*x > m_scene.m_maxNonphys) 2995 f = m_scene.m_maxNonphys / oldSize.Y;
2833 { 2996 a = f / y;
2834 f = m_scene.m_maxNonphys / oldSize.X; 2997 x *= a;
2835 a = f / x; 2998 y *= a;
2836 x *= a; 2999 z *= a;
2837 y *= a; 3000 }
2838 z *= a; 3001 if (oldSize.Z*z > m_scene.m_maxNonphys)
2839 } 3002 {
2840 if (oldSize.Y*y > m_scene.m_maxNonphys) 3003 f = m_scene.m_maxNonphys / oldSize.Z;
2841 { 3004 a = f / z;
2842 f = m_scene.m_maxNonphys / oldSize.Y; 3005 x *= a;
2843 a = f / y; 3006 y *= a;
2844 x *= a; 3007 z *= a;
2845 y *= a;
2846 z *= a;
2847 }
2848 if (oldSize.Z*z > m_scene.m_maxNonphys)
2849 {
2850 f = m_scene.m_maxNonphys / oldSize.Z;
2851 a = f / z;
2852 x *= a;
2853 y *= a;
2854 z *= a;
2855 }
2856 } 3008 }
2857 } 3009 }
2858 } 3010 }
2859 } 3011 }
2860 } 3012 }
3013 lockPartsForRead(false);
2861 3014
2862 Vector3 prevScale = part.Scale; 3015 Vector3 prevScale = part.Scale;
2863 prevScale.X *= x; 3016 prevScale.X *= x;
@@ -2865,7 +3018,7 @@ namespace OpenSim.Region.Framework.Scenes
2865 prevScale.Z *= z; 3018 prevScale.Z *= z;
2866 part.Resize(prevScale); 3019 part.Resize(prevScale);
2867 3020
2868 lock (m_parts) 3021 lockPartsForRead(true);
2869 { 3022 {
2870 foreach (SceneObjectPart obPart in m_parts.Values) 3023 foreach (SceneObjectPart obPart in m_parts.Values)
2871 { 3024 {
@@ -2884,6 +3037,7 @@ namespace OpenSim.Region.Framework.Scenes
2884 } 3037 }
2885 } 3038 }
2886 } 3039 }
3040 lockPartsForRead(false);
2887 3041
2888 if (part.PhysActor != null) 3042 if (part.PhysActor != null)
2889 { 3043 {
@@ -2964,7 +3118,7 @@ namespace OpenSim.Region.Framework.Scenes
2964 axDiff *= Quaternion.Inverse(partRotation); 3118 axDiff *= Quaternion.Inverse(partRotation);
2965 diff = axDiff; 3119 diff = axDiff;
2966 3120
2967 lock (m_parts) 3121 lockPartsForRead(true);
2968 { 3122 {
2969 foreach (SceneObjectPart obPart in m_parts.Values) 3123 foreach (SceneObjectPart obPart in m_parts.Values)
2970 { 3124 {
@@ -2974,6 +3128,7 @@ namespace OpenSim.Region.Framework.Scenes
2974 } 3128 }
2975 } 3129 }
2976 } 3130 }
3131 lockPartsForRead(false);
2977 3132
2978 AbsolutePosition = newPos; 3133 AbsolutePosition = newPos;
2979 3134
@@ -3091,7 +3246,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3246 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3092 } 3247 }
3093 3248
3094 lock (m_parts) 3249 lockPartsForRead(true);
3095 { 3250 {
3096 foreach (SceneObjectPart prim in m_parts.Values) 3251 foreach (SceneObjectPart prim in m_parts.Values)
3097 { 3252 {
@@ -3109,6 +3264,7 @@ namespace OpenSim.Region.Framework.Scenes
3109 } 3264 }
3110 } 3265 }
3111 } 3266 }
3267 lockPartsForRead(false);
3112 3268
3113 m_rootPart.ScheduleTerseUpdate(); 3269 m_rootPart.ScheduleTerseUpdate();
3114 } 3270 }
@@ -3207,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
3207 if (atTargets.Count > 0) 3363 if (atTargets.Count > 0)
3208 { 3364 {
3209 uint[] localids = new uint[0]; 3365 uint[] localids = new uint[0];
3210 lock (m_parts) 3366 lockPartsForRead(true);
3211 { 3367 {
3212 localids = new uint[m_parts.Count]; 3368 localids = new uint[m_parts.Count];
3213 int cntr = 0; 3369 int cntr = 0;
@@ -3217,6 +3373,7 @@ namespace OpenSim.Region.Framework.Scenes
3217 cntr++; 3373 cntr++;
3218 } 3374 }
3219 } 3375 }
3376 lockPartsForRead(false);
3220 3377
3221 for (int ctr = 0; ctr < localids.Length; ctr++) 3378 for (int ctr = 0; ctr < localids.Length; ctr++)
3222 { 3379 {
@@ -3235,7 +3392,7 @@ namespace OpenSim.Region.Framework.Scenes
3235 { 3392 {
3236 //trigger not_at_target 3393 //trigger not_at_target
3237 uint[] localids = new uint[0]; 3394 uint[] localids = new uint[0];
3238 lock (m_parts) 3395 lockPartsForRead(true);
3239 { 3396 {
3240 localids = new uint[m_parts.Count]; 3397 localids = new uint[m_parts.Count];
3241 int cntr = 0; 3398 int cntr = 0;
@@ -3245,7 +3402,8 @@ namespace OpenSim.Region.Framework.Scenes
3245 cntr++; 3402 cntr++;
3246 } 3403 }
3247 } 3404 }
3248 3405 lockPartsForRead(false);
3406
3249 for (int ctr = 0; ctr < localids.Length; ctr++) 3407 for (int ctr = 0; ctr < localids.Length; ctr++)
3250 { 3408 {
3251 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3409 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3258,19 +3416,20 @@ namespace OpenSim.Region.Framework.Scenes
3258 public float GetMass() 3416 public float GetMass()
3259 { 3417 {
3260 float retmass = 0f; 3418 float retmass = 0f;
3261 lock (m_parts) 3419 lockPartsForRead(true);
3262 { 3420 {
3263 foreach (SceneObjectPart part in m_parts.Values) 3421 foreach (SceneObjectPart part in m_parts.Values)
3264 { 3422 {
3265 retmass += part.GetMass(); 3423 retmass += part.GetMass();
3266 } 3424 }
3267 } 3425 }
3426 lockPartsForRead(false);
3268 return retmass; 3427 return retmass;
3269 } 3428 }
3270 3429
3271 public void CheckSculptAndLoad() 3430 public void CheckSculptAndLoad()
3272 { 3431 {
3273 lock (m_parts) 3432 lockPartsForRead(true);
3274 { 3433 {
3275 if (!IsDeleted) 3434 if (!IsDeleted)
3276 { 3435 {
@@ -3295,6 +3454,7 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3454 }
3296 } 3455 }
3297 } 3456 }
3457 lockPartsForRead(false);
3298 } 3458 }
3299 3459
3300 protected void AssetReceived(string id, Object sender, AssetBase asset) 3460 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3315,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3315 /// <param name="client"></param> 3475 /// <param name="client"></param>
3316 public void SetGroup(UUID GroupID, IClientAPI client) 3476 public void SetGroup(UUID GroupID, IClientAPI client)
3317 { 3477 {
3318 lock (m_parts) 3478 lockPartsForRead(true);
3319 { 3479 {
3320 foreach (SceneObjectPart part in m_parts.Values) 3480 foreach (SceneObjectPart part in m_parts.Values)
3321 { 3481 {
@@ -3325,7 +3485,7 @@ namespace OpenSim.Region.Framework.Scenes
3325 3485
3326 HasGroupChanged = true; 3486 HasGroupChanged = true;
3327 } 3487 }
3328 3488 lockPartsForRead(false);
3329 ScheduleGroupForFullUpdate(); 3489 ScheduleGroupForFullUpdate();
3330 } 3490 }
3331 3491
@@ -3344,11 +3504,12 @@ namespace OpenSim.Region.Framework.Scenes
3344 3504
3345 public void SetAttachmentPoint(byte point) 3505 public void SetAttachmentPoint(byte point)
3346 { 3506 {
3347 lock (m_parts) 3507 lockPartsForRead(true);
3348 { 3508 {
3349 foreach (SceneObjectPart part in m_parts.Values) 3509 foreach (SceneObjectPart part in m_parts.Values)
3350 part.SetAttachmentPoint(point); 3510 part.SetAttachmentPoint(point);
3351 } 3511 }
3512 lockPartsForRead(false);
3352 } 3513 }
3353 3514
3354 #region ISceneObject 3515 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c0243a5..6b562e5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -212,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
212 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 212 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
213 private Vector3 m_sitTargetPosition; 213 private Vector3 m_sitTargetPosition;
214 private string m_sitAnimation = "SIT"; 214 private string m_sitAnimation = "SIT";
215 private bool m_occupied; // KF if any av is sitting on this prim
215 private string m_text = String.Empty; 216 private string m_text = String.Empty;
216 private string m_touchName = String.Empty; 217 private string m_touchName = String.Empty;
217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 218 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -389,12 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
389 } 390 }
390 391
391 /// <value> 392 /// <value>
392 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 393 /// Get the inventory list
393 /// </value> 394 /// </value>
394 public TaskInventoryDictionary TaskInventory 395 public TaskInventoryDictionary TaskInventory
395 { 396 {
396 get { return m_inventory.Items; } 397 get {
397 set { m_inventory.Items = value; } 398 return m_inventory.Items;
399 }
400 set {
401 m_inventory.Items = value;
402 }
398 } 403 }
399 404
400 public uint ObjectFlags 405 public uint ObjectFlags
@@ -527,7 +532,6 @@ namespace OpenSim.Region.Framework.Scenes
527 StoreUndoState(); 532 StoreUndoState();
528 533
529 m_groupPosition = value; 534 m_groupPosition = value;
530
531 PhysicsActor actor = PhysActor; 535 PhysicsActor actor = PhysActor;
532 if (actor != null) 536 if (actor != null)
533 { 537 {
@@ -837,7 +841,8 @@ namespace OpenSim.Region.Framework.Scenes
837 if (IsAttachment) 841 if (IsAttachment)
838 return GroupPosition; 842 return GroupPosition;
839 843
840 return m_offsetPosition + m_groupPosition; } 844// return m_offsetPosition + m_groupPosition; }
845 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
841 } 846 }
842 847
843 public SceneObjectGroup ParentGroup 848 public SceneObjectGroup ParentGroup
@@ -989,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes
989 get { return _flags; } 994 get { return _flags; }
990 set { _flags = value; } 995 set { _flags = value; }
991 } 996 }
997
998 [XmlIgnore]
999 public bool IsOccupied // KF If an av is sittingon this prim
1000 {
1001 get { return m_occupied; }
1002 set { m_occupied = value; }
1003 }
992 1004
993 [XmlIgnore] 1005 [XmlIgnore]
994 public UUID SitTargetAvatar 1006 public UUID SitTargetAvatar
@@ -1064,14 +1076,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1076 }
1065 } 1077 }
1066 1078
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) 1079 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1080 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1081 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1737,12 +1741,17 @@ namespace OpenSim.Region.Framework.Scenes
1737 public Vector3 GetWorldPosition() 1741 public Vector3 GetWorldPosition()
1738 { 1742 {
1739 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1743 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1740
1741 Vector3 axPos = OffsetPosition; 1744 Vector3 axPos = OffsetPosition;
1742
1743 axPos *= parentRot; 1745 axPos *= parentRot;
1744 Vector3 translationOffsetPosition = axPos; 1746 Vector3 translationOffsetPosition = axPos;
1745 return GroupPosition + translationOffsetPosition; 1747 if(_parentID == 0)
1748 {
1749 return GroupPosition;
1750 }
1751 else
1752 {
1753 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1754 }
1746 } 1755 }
1747 1756
1748 /// <summary> 1757 /// <summary>
@@ -1753,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 { 1762 {
1754 Quaternion newRot; 1763 Quaternion newRot;
1755 1764
1756 if (this.LinkNum == 0) 1765 if (this.LinkNum < 2) //KF Single or root prim
1757 { 1766 {
1758 newRot = RotationOffset; 1767 newRot = RotationOffset;
1759 } 1768 }
@@ -2109,17 +2118,18 @@ namespace OpenSim.Region.Framework.Scenes
2109 //Trys to fetch sound id from prim's inventory. 2118 //Trys to fetch sound id from prim's inventory.
2110 //Prim's inventory doesn't support non script items yet 2119 //Prim's inventory doesn't support non script items yet
2111 2120
2112 lock (TaskInventory) 2121 TaskInventory.LockItemsForRead(true);
2122
2123 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2113 { 2124 {
2114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2125 if (item.Value.Name == sound)
2115 { 2126 {
2116 if (item.Value.Name == sound) 2127 soundID = item.Value.ItemID;
2117 { 2128 break;
2118 soundID = item.Value.ItemID;
2119 break;
2120 }
2121 } 2129 }
2122 } 2130 }
2131
2132 TaskInventory.LockItemsForRead(false);
2123 } 2133 }
2124 2134
2125 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2135 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2394,8 +2404,8 @@ namespace OpenSim.Region.Framework.Scenes
2394 { 2404 {
2395 const float ROTATION_TOLERANCE = 0.01f; 2405 const float ROTATION_TOLERANCE = 0.01f;
2396 const float VELOCITY_TOLERANCE = 0.001f; 2406 const float VELOCITY_TOLERANCE = 0.001f;
2397 const float POSITION_TOLERANCE = 0.05f; 2407 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2398 const int TIME_MS_TOLERANCE = 3000; 2408 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2399 2409
2400 if (m_updateFlag == 1) 2410 if (m_updateFlag == 1)
2401 { 2411 {
@@ -2409,7 +2419,7 @@ namespace OpenSim.Region.Framework.Scenes
2409 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2419 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2410 { 2420 {
2411 AddTerseUpdateToAllAvatars(); 2421 AddTerseUpdateToAllAvatars();
2412 ClearUpdateSchedule(); 2422
2413 2423
2414 // This causes the Scene to 'poll' physical objects every couple of frames 2424 // This causes the Scene to 'poll' physical objects every couple of frames
2415 // bad, so it's been replaced by an event driven method. 2425 // bad, so it's been replaced by an event driven method.
@@ -2427,16 +2437,18 @@ namespace OpenSim.Region.Framework.Scenes
2427 m_lastAngularVelocity = AngularVelocity; 2437 m_lastAngularVelocity = AngularVelocity;
2428 m_lastTerseSent = Environment.TickCount; 2438 m_lastTerseSent = Environment.TickCount;
2429 } 2439 }
2440 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2441 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2430 } 2442 }
2431 else 2443 else
2432 { 2444 {
2433 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2445 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2434 { 2446 {
2435 AddFullUpdateToAllAvatars(); 2447 AddFullUpdateToAllAvatars();
2436 ClearUpdateSchedule(); 2448 m_updateFlag = 0; //Same here
2437 } 2449 }
2438 } 2450 }
2439 ClearUpdateSchedule(); 2451 m_updateFlag = 0;
2440 } 2452 }
2441 2453
2442 /// <summary> 2454 /// <summary>
@@ -2463,17 +2475,16 @@ namespace OpenSim.Region.Framework.Scenes
2463 if (!UUID.TryParse(sound, out soundID)) 2475 if (!UUID.TryParse(sound, out soundID))
2464 { 2476 {
2465 // search sound file from inventory 2477 // search sound file from inventory
2466 lock (TaskInventory) 2478 TaskInventory.LockItemsForRead(true);
2479 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2467 { 2480 {
2468 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2481 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2469 { 2482 {
2470 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 2483 soundID = item.Value.ItemID;
2471 { 2484 break;
2472 soundID = item.Value.ItemID;
2473 break;
2474 }
2475 } 2485 }
2476 } 2486 }
2487 TaskInventory.LockItemsForRead(false);
2477 } 2488 }
2478 2489
2479 if (soundID == UUID.Zero) 2490 if (soundID == UUID.Zero)
@@ -2674,13 +2685,6 @@ namespace OpenSim.Region.Framework.Scenes
2674 ScheduleFullUpdate(); 2685 ScheduleFullUpdate();
2675 } 2686 }
2676 2687
2677 public void StopLookAt()
2678 {
2679 m_parentGroup.stopLookAt();
2680
2681 m_parentGroup.ScheduleGroupForTerseUpdate();
2682 }
2683
2684 /// <summary> 2688 /// <summary>
2685 /// Set the text displayed for this part. 2689 /// Set the text displayed for this part.
2686 /// </summary> 2690 /// </summary>
@@ -2696,6 +2700,13 @@ namespace OpenSim.Region.Framework.Scenes
2696 SetText(text); 2700 SetText(text);
2697 } 2701 }
2698 2702
2703 public void StopLookAt()
2704 {
2705 m_parentGroup.stopLookAt();
2706
2707 m_parentGroup.ScheduleGroupForTerseUpdate();
2708 }
2709
2699 public void StopMoveToTarget() 2710 public void StopMoveToTarget()
2700 { 2711 {
2701 m_parentGroup.stopMoveToTarget(); 2712 m_parentGroup.stopMoveToTarget();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index eb7f5ff..c3c6342 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -82,7 +82,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 82 /// </value>
83 protected internal TaskInventoryDictionary Items 83 protected internal TaskInventoryDictionary Items
84 { 84 {
85 get { return m_items; } 85 get {
86 return m_items;
87 }
86 set 88 set
87 { 89 {
88 m_items = value; 90 m_items = value;
@@ -118,22 +120,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 120 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 121 public void ResetInventoryIDs()
120 { 122 {
121 lock (Items) 123 m_items.LockItemsForWrite(true);
124
125 if (0 == Items.Count)
122 { 126 {
123 if (0 == Items.Count) 127 m_items.LockItemsForWrite(false);
124 return; 128 return;
129 }
125 130
126 HasInventoryChanged = true; 131 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 132 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 133 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 134 Items.Clear();
130 135
131 foreach (TaskInventoryItem item in items) 136 foreach (TaskInventoryItem item in items)
132 { 137 {
133 item.ResetIDs(m_part.UUID); 138 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 139 Items.Add(item.ItemID, item);
135 }
136 } 140 }
141 m_items.LockItemsForWrite(false);
137 } 142 }
138 143
139 /// <summary> 144 /// <summary>
@@ -142,25 +147,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 147 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 148 public void ChangeInventoryOwner(UUID ownerId)
144 { 149 {
145 lock (Items) 150 m_items.LockItemsForWrite(true);
151 if (0 == Items.Count)
146 { 152 {
147 if (0 == Items.Count) 153 m_items.LockItemsForWrite(false);
148 { 154 return;
149 return; 155 }
150 }
151 156
152 HasInventoryChanged = true; 157 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 158 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 160 foreach (TaskInventoryItem item in items)
161 {
162 if (ownerId != item.OwnerID)
156 { 163 {
157 if (ownerId != item.OwnerID) 164 item.LastOwnerID = item.OwnerID;
158 { 165 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 166 }
163 } 167 }
168 m_items.LockItemsForWrite(false);
164 } 169 }
165 170
166 /// <summary> 171 /// <summary>
@@ -169,24 +174,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 174 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 175 public void ChangeInventoryGroup(UUID groupID)
171 { 176 {
172 lock (Items) 177 m_items.LockItemsForWrite(true);
178 if (0 == Items.Count)
173 { 179 {
174 if (0 == Items.Count) 180 m_items.LockItemsForWrite(false);
175 { 181 return;
176 return; 182 }
177 }
178 183
179 HasInventoryChanged = true; 184 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 185 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 186 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
188 {
189 if (groupID != item.GroupID)
183 { 190 {
184 if (groupID != item.GroupID) 191 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 192 }
189 } 193 }
194 m_items.LockItemsForWrite(false);
190 } 195 }
191 196
192 /// <summary> 197 /// <summary>
@@ -194,14 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 199 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 200 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 201 {
197 lock (m_items) 202 Items.LockItemsForRead(true);
203 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
204 Items.LockItemsForRead(false);
205 foreach (TaskInventoryItem item in items)
198 { 206 {
199 foreach (TaskInventoryItem item in Items.Values) 207 if ((int)InventoryType.LSL == item.InvType)
200 { 208 {
201 if ((int)InventoryType.LSL == item.InvType) 209 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 {
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 }
205 } 210 }
206 } 211 }
207 } 212 }
@@ -232,17 +237,20 @@ namespace OpenSim.Region.Framework.Scenes
232 /// </summary> 237 /// </summary>
233 public void RemoveScriptInstances() 238 public void RemoveScriptInstances()
234 { 239 {
235 lock (Items) 240 Items.LockItemsForRead(true);
241 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
242 Items.LockItemsForRead(false);
243
244 foreach (TaskInventoryItem item in items)
236 { 245 {
237 foreach (TaskInventoryItem item in Items.Values) 246 if ((int)InventoryType.LSL == item.InvType)
238 { 247 {
239 if ((int)InventoryType.LSL == item.InvType) 248 RemoveScriptInstance(item.ItemID);
240 { 249 m_part.RemoveScriptEvents(item.ItemID);
241 RemoveScriptInstance(item.ItemID);
242 m_part.RemoveScriptEvents(item.ItemID);
243 }
244 } 250 }
245 } 251 }
252
253
246 } 254 }
247 255
248 /// <summary> 256 /// <summary>
@@ -267,8 +275,10 @@ namespace OpenSim.Region.Framework.Scenes
267 if (stateSource == 1 && // Prim crossing 275 if (stateSource == 1 && // Prim crossing
268 m_part.ParentGroup.Scene.m_trustBinaries) 276 m_part.ParentGroup.Scene.m_trustBinaries)
269 { 277 {
278 m_items.LockItemsForWrite(true);
270 m_items[item.ItemID].PermsMask = 0; 279 m_items[item.ItemID].PermsMask = 0;
271 m_items[item.ItemID].PermsGranter = UUID.Zero; 280 m_items[item.ItemID].PermsGranter = UUID.Zero;
281 m_items.LockItemsForWrite(false);
272 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 282 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
273 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 283 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
274 m_part.ParentGroup.AddActiveScriptCount(1); 284 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -290,8 +300,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 300 {
291 if (m_part.ParentGroup.m_savedScriptState != null) 301 if (m_part.ParentGroup.m_savedScriptState != null)
292 RestoreSavedScriptState(item.OldItemID, item.ItemID); 302 RestoreSavedScriptState(item.OldItemID, item.ItemID);
303 m_items.LockItemsForWrite(true);
293 m_items[item.ItemID].PermsMask = 0; 304 m_items[item.ItemID].PermsMask = 0;
294 m_items[item.ItemID].PermsGranter = UUID.Zero; 305 m_items[item.ItemID].PermsGranter = UUID.Zero;
306 m_items.LockItemsForWrite(false);
295 string script = Utils.BytesToString(asset.Data); 307 string script = Utils.BytesToString(asset.Data);
296 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 308 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
297 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 309 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
@@ -367,14 +379,17 @@ namespace OpenSim.Region.Framework.Scenes
367 /// </param> 379 /// </param>
368 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 380 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
369 { 381 {
370 lock (m_items) 382 m_items.LockItemsForRead(true);
383 if (m_items.ContainsKey(itemId))
371 { 384 {
372 if (m_items.ContainsKey(itemId)) 385 if (m_items.ContainsKey(itemId))
373 { 386 {
387 m_items.LockItemsForRead(false);
374 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 388 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
375 } 389 }
376 else 390 else
377 { 391 {
392 m_items.LockItemsForRead(false);
378 m_log.ErrorFormat( 393 m_log.ErrorFormat(
379 "[PRIM INVENTORY]: " + 394 "[PRIM INVENTORY]: " +
380 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 395 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -382,6 +397,15 @@ namespace OpenSim.Region.Framework.Scenes
382 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 397 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
383 } 398 }
384 } 399 }
400 else
401 {
402 m_items.LockItemsForRead(false);
403 m_log.ErrorFormat(
404 "[PRIM INVENTORY]: " +
405 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
406 itemId, m_part.Name, m_part.UUID);
407 }
408
385 } 409 }
386 410
387 /// <summary> 411 /// <summary>
@@ -413,11 +437,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 437 /// <returns></returns>
414 private bool InventoryContainsName(string name) 438 private bool InventoryContainsName(string name)
415 { 439 {
416 foreach (TaskInventoryItem item in Items.Values) 440 m_items.LockItemsForRead(true);
441 foreach (TaskInventoryItem item in m_items.Values)
417 { 442 {
418 if (item.Name == name) 443 if (item.Name == name)
444 {
445 m_items.LockItemsForRead(false);
419 return true; 446 return true;
447 }
420 } 448 }
449 m_items.LockItemsForRead(false);
421 return false; 450 return false;
422 } 451 }
423 452
@@ -459,7 +488,9 @@ namespace OpenSim.Region.Framework.Scenes
459 /// <param name="item"></param> 488 /// <param name="item"></param>
460 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 489 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
461 { 490 {
491 m_items.LockItemsForRead(true);
462 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); 492 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
493 m_items.LockItemsForRead(false);
463 foreach (TaskInventoryItem i in il) 494 foreach (TaskInventoryItem i in il)
464 { 495 {
465 if (i.Name == item.Name) 496 if (i.Name == item.Name)
@@ -496,15 +527,14 @@ namespace OpenSim.Region.Framework.Scenes
496 item.ParentPartID = m_part.UUID; 527 item.ParentPartID = m_part.UUID;
497 item.Name = name; 528 item.Name = name;
498 529
499 lock (m_items) 530 m_items.LockItemsForWrite(true);
500 { 531 m_items.Add(item.ItemID, item);
501 m_items.Add(item.ItemID, item); 532 m_items.LockItemsForWrite(false);
502
503 if (allowedDrop) 533 if (allowedDrop)
504 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 534 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
505 else 535 else
506 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 536 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
507 } 537
508 538
509 m_inventorySerial++; 539 m_inventorySerial++;
510 //m_inventorySerial += 2; 540 //m_inventorySerial += 2;
@@ -521,14 +551,13 @@ namespace OpenSim.Region.Framework.Scenes
521 /// <param name="items"></param> 551 /// <param name="items"></param>
522 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 552 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
523 { 553 {
524 lock (m_items) 554 m_items.LockItemsForWrite(true);
555 foreach (TaskInventoryItem item in items)
525 { 556 {
526 foreach (TaskInventoryItem item in items) 557 m_items.Add(item.ItemID, item);
527 { 558 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
528 m_items.Add(item.ItemID, item);
529 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
530 }
531 } 559 }
560 m_items.LockItemsForWrite(false);
532 561
533 m_inventorySerial++; 562 m_inventorySerial++;
534 } 563 }
@@ -541,8 +570,9 @@ namespace OpenSim.Region.Framework.Scenes
541 public TaskInventoryItem GetInventoryItem(UUID itemId) 570 public TaskInventoryItem GetInventoryItem(UUID itemId)
542 { 571 {
543 TaskInventoryItem item; 572 TaskInventoryItem item;
573 m_items.LockItemsForRead(true);
544 m_items.TryGetValue(itemId, out item); 574 m_items.TryGetValue(itemId, out item);
545 575 m_items.LockItemsForRead(false);
546 return item; 576 return item;
547 } 577 }
548 578
@@ -554,46 +584,46 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 584 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
555 public bool UpdateInventoryItem(TaskInventoryItem item) 585 public bool UpdateInventoryItem(TaskInventoryItem item)
556 { 586 {
557 lock (m_items) 587 m_items.LockItemsForWrite(true);
588
589 if (m_items.ContainsKey(item.ItemID))
558 { 590 {
559 if (m_items.ContainsKey(item.ItemID)) 591 item.ParentID = m_part.UUID;
592 item.ParentPartID = m_part.UUID;
593 item.Flags = m_items[item.ItemID].Flags;
594 if (item.AssetID == UUID.Zero)
560 { 595 {
561 item.ParentID = m_part.UUID; 596 item.AssetID = m_items[item.ItemID].AssetID;
562 item.ParentPartID = m_part.UUID; 597 }
563 item.Flags = m_items[item.ItemID].Flags; 598 else if ((InventoryType)item.Type == InventoryType.Notecard)
564 if (item.AssetID == UUID.Zero) 599 {
565 { 600 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
566 item.AssetID = m_items[item.ItemID].AssetID;
567 }
568 else if ((InventoryType)item.Type == InventoryType.Notecard)
569 {
570 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
571 601
572 if (presence != null) 602 if (presence != null)
573 { 603 {
574 presence.ControllingClient.SendAgentAlertMessage( 604 presence.ControllingClient.SendAgentAlertMessage(
575 "Notecard saved", false); 605 "Notecard saved", false);
576 }
577 } 606 }
607 }
578 608
579 m_items[item.ItemID] = item; 609 m_items[item.ItemID] = item;
580 m_inventorySerial++; 610 m_inventorySerial++;
581 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 611 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
582
583 HasInventoryChanged = true;
584 m_part.ParentGroup.HasGroupChanged = true;
585 612
586 return true; 613 HasInventoryChanged = true;
587 } 614 m_part.ParentGroup.HasGroupChanged = true;
588 else 615 m_items.LockItemsForWrite(false);
589 { 616 return true;
590 m_log.ErrorFormat( 617 }
591 "[PRIM INVENTORY]: " + 618 else
592 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 619 {
593 item.ItemID, m_part.Name, m_part.UUID, 620 m_log.ErrorFormat(
594 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 621 "[PRIM INVENTORY]: " +
595 } 622 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
623 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
596 } 625 }
626 m_items.LockItemsForWrite(false);
597 627
598 return false; 628 return false;
599 } 629 }
@@ -606,52 +636,54 @@ namespace OpenSim.Region.Framework.Scenes
606 /// in this prim's inventory.</returns> 636 /// in this prim's inventory.</returns>
607 public int RemoveInventoryItem(UUID itemID) 637 public int RemoveInventoryItem(UUID itemID)
608 { 638 {
609 lock (m_items) 639 m_items.LockItemsForRead(true);
640
641 if (m_items.ContainsKey(itemID))
610 { 642 {
611 if (m_items.ContainsKey(itemID)) 643 int type = m_items[itemID].InvType;
644 m_items.LockItemsForRead(false);
645 if (type == 10) // Script
612 { 646 {
613 int type = m_items[itemID].InvType; 647 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
614 if (type == 10) // Script 648 }
615 { 649 m_items.LockItemsForWrite(true);
616 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 650 m_items.Remove(itemID);
617 } 651 m_items.LockItemsForWrite(false);
618 m_items.Remove(itemID); 652 m_inventorySerial++;
619 m_inventorySerial++; 653 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
620 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
621
622 HasInventoryChanged = true;
623 m_part.ParentGroup.HasGroupChanged = true;
624 654
625 int scriptcount = 0; 655 HasInventoryChanged = true;
626 lock (m_items) 656 m_part.ParentGroup.HasGroupChanged = true;
627 {
628 foreach (TaskInventoryItem item in m_items.Values)
629 {
630 if (item.Type == 10)
631 {
632 scriptcount++;
633 }
634 }
635 }
636 657
637 if (scriptcount <= 0) 658 int scriptcount = 0;
659 m_items.LockItemsForRead(true);
660 foreach (TaskInventoryItem item in m_items.Values)
661 {
662 if (item.Type == 10)
638 { 663 {
639 m_part.RemFlag(PrimFlags.Scripted); 664 scriptcount++;
640 } 665 }
641
642 m_part.ScheduleFullUpdate();
643
644 return type;
645 } 666 }
646 else 667 m_items.LockItemsForRead(false);
668
669
670 if (scriptcount <= 0)
647 { 671 {
648 m_log.ErrorFormat( 672 m_part.RemFlag(PrimFlags.Scripted);
649 "[PRIM INVENTORY]: " +
650 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
651 itemID, m_part.Name, m_part.UUID,
652 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
653 } 673 }
674
675 m_part.ScheduleFullUpdate();
676
677 return type;
678 }
679 else
680 {
681 m_log.ErrorFormat(
682 "[PRIM INVENTORY]: " +
683 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
684 itemID, m_part.Name, m_part.UUID);
654 } 685 }
686 m_items.LockItemsForWrite(false);
655 687
656 return -1; 688 return -1;
657 } 689 }
@@ -704,52 +736,53 @@ namespace OpenSim.Region.Framework.Scenes
704 // isn't available (such as drag from prim inventory to agent inventory) 736 // isn't available (such as drag from prim inventory to agent inventory)
705 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 737 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
706 738
707 lock (m_items) 739 m_items.LockItemsForRead(true);
740
741 foreach (TaskInventoryItem item in m_items.Values)
708 { 742 {
709 foreach (TaskInventoryItem item in m_items.Values) 743 UUID ownerID = item.OwnerID;
710 { 744 uint everyoneMask = 0;
711 UUID ownerID = item.OwnerID; 745 uint baseMask = item.BasePermissions;
712 uint everyoneMask = 0; 746 uint ownerMask = item.CurrentPermissions;
713 uint baseMask = item.BasePermissions;
714 uint ownerMask = item.CurrentPermissions;
715 747
716 invString.AddItemStart(); 748 invString.AddItemStart();
717 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 749 invString.AddNameValueLine("item_id", item.ItemID.ToString());
718 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 750 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
719 751
720 invString.AddPermissionsStart(); 752 invString.AddPermissionsStart();
721 753
722 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 754 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
723 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 755 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
724 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 756 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
725 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 757 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
726 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 758 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
727 759
728 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 760 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
729 invString.AddNameValueLine("owner_id", ownerID.ToString()); 761 invString.AddNameValueLine("owner_id", ownerID.ToString());
730 762
731 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 763 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
732 764
733 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 765 invString.AddNameValueLine("group_id", item.GroupID.ToString());
734 invString.AddSectionEnd(); 766 invString.AddSectionEnd();
735 767
736 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 768 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
737 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 769 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
738 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 770 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
739 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 771 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
740 772
741 invString.AddSaleStart(); 773 invString.AddSaleStart();
742 invString.AddNameValueLine("sale_type", "not"); 774 invString.AddNameValueLine("sale_type", "not");
743 invString.AddNameValueLine("sale_price", "0"); 775 invString.AddNameValueLine("sale_price", "0");
744 invString.AddSectionEnd(); 776 invString.AddSectionEnd();
745 777
746 invString.AddNameValueLine("name", item.Name + "|"); 778 invString.AddNameValueLine("name", item.Name + "|");
747 invString.AddNameValueLine("desc", item.Description + "|"); 779 invString.AddNameValueLine("desc", item.Description + "|");
748 780
749 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 781 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
750 invString.AddSectionEnd(); 782 invString.AddSectionEnd();
751 }
752 } 783 }
784 int count = m_items.Count;
785 m_items.LockItemsForRead(false);
753 786
754 fileData = Utils.StringToBytes(invString.BuildString); 787 fileData = Utils.StringToBytes(invString.BuildString);
755 788
@@ -770,10 +803,9 @@ namespace OpenSim.Region.Framework.Scenes
770 { 803 {
771 if (HasInventoryChanged) 804 if (HasInventoryChanged)
772 { 805 {
773 lock (Items) 806 Items.LockItemsForRead(true);
774 { 807 datastore.StorePrimInventory(m_part.UUID, Items.Values);
775 datastore.StorePrimInventory(m_part.UUID, Items.Values); 808 Items.LockItemsForRead(false);
776 }
777 809
778 HasInventoryChanged = false; 810 HasInventoryChanged = false;
779 } 811 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 289ba47..a3ad7ca 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes
113 public Vector3 lastKnownAllowedPosition; 115 public Vector3 lastKnownAllowedPosition;
114 public bool sentMessageAboutRestrictedParcelFlyingDown; 116 public bool sentMessageAboutRestrictedParcelFlyingDown;
115 public Vector4 CollisionPlane = Vector4.UnitW; 117 public Vector4 CollisionPlane = Vector4.UnitW;
116 118
117 private Vector3 m_lastPosition; 119 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
120 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
121 private Vector3 m_lastPosition;
122 private Vector3 m_lastWorldPosition;
118 private Quaternion m_lastRotation; 123 private Quaternion m_lastRotation;
119 private Vector3 m_lastVelocity; 124 private Vector3 m_lastVelocity;
120 //private int m_lastTerseSent; 125 //private int m_lastTerseSent;
@@ -145,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes
145 private int m_perfMonMS; 150 private int m_perfMonMS;
146 151
147 private bool m_setAlwaysRun; 152 private bool m_setAlwaysRun;
148
149 private bool m_forceFly; 153 private bool m_forceFly;
150 private bool m_flyDisabled; 154 private bool m_flyDisabled;
151 155
@@ -169,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
169 protected RegionInfo m_regionInfo; 173 protected RegionInfo m_regionInfo;
170 protected ulong crossingFromRegion; 174 protected ulong crossingFromRegion;
171 175
172 private readonly Vector3[] Dir_Vectors = new Vector3[6]; 176 private readonly Vector3[] Dir_Vectors = new Vector3[11];
177 private bool m_isNudging = false;
173 178
174 // Position of agent's camera in world (region cordinates) 179 // Position of agent's camera in world (region cordinates)
175 protected Vector3 m_CameraCenter; 180 protected Vector3 m_CameraCenter;
@@ -194,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
194 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
195 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
196 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
197 203
198 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
199 205
@@ -204,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_followCamAuto; 210 private bool m_followCamAuto;
205 211
206 private int m_movementUpdateCount; 212 private int m_movementUpdateCount;
213 private int m_lastColCount = -1; //KF: Look for Collision chnages
214 private int m_updateCount = 0; //KF: Update Anims for a while
215 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
207 216
208 private const int NumMovementsBetweenRayCast = 5; 217 private const int NumMovementsBetweenRayCast = 5;
209 218
@@ -233,6 +242,10 @@ namespace OpenSim.Region.Framework.Scenes
233 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 242 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
234 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
235 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
247 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
248 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
236 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
237 } 250 }
238 251
@@ -658,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes
658 671
659 672
660 AdjustKnownSeeds(); 673 AdjustKnownSeeds();
661
662 // TODO: I think, this won't send anything, as we are still a child here...
663 Animator.TrySetMovementAnimation("STAND"); 674 Animator.TrySetMovementAnimation("STAND");
664
665 // we created a new ScenePresence (a new child agent) in a fresh region. 675 // we created a new ScenePresence (a new child agent) in a fresh region.
666 // Request info about all the (root) agents in this region 676 // Request info about all the (root) agents in this region
667 // Note: This won't send data *to* other clients in that region (children don't send) 677 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -717,21 +727,47 @@ namespace OpenSim.Region.Framework.Scenes
717 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 727 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
718 Dir_Vectors[4] = Vector3.UnitZ; //UP 728 Dir_Vectors[4] = Vector3.UnitZ; //UP
719 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 729 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
720 Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 730 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
731 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
732 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
733 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
734 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
721 } 735 }
722 736
723 private Vector3[] GetWalkDirectionVectors() 737 private Vector3[] GetWalkDirectionVectors()
724 { 738 {
725 Vector3[] vector = new Vector3[6]; 739 Vector3[] vector = new Vector3[11];
726 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 740 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
727 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 741 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
728 vector[2] = Vector3.UnitY; //LEFT 742 vector[2] = Vector3.UnitY; //LEFT
729 vector[3] = -Vector3.UnitY; //RIGHT 743 vector[3] = -Vector3.UnitY; //RIGHT
730 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 744 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
731 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 745 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
732 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 746 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
747 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
748 vector[8] = Vector3.UnitY; //LEFT_NUDGE
749 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
750 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
733 return vector; 751 return vector;
734 } 752 }
753
754 private bool[] GetDirectionIsNudge()
755 {
756 bool[] isNudge = new bool[11];
757 isNudge[0] = false; //FORWARD
758 isNudge[1] = false; //BACK
759 isNudge[2] = false; //LEFT
760 isNudge[3] = false; //RIGHT
761 isNudge[4] = false; //UP
762 isNudge[5] = false; //DOWN
763 isNudge[6] = true; //FORWARD_NUDGE
764 isNudge[7] = true; //BACK_NUDGE
765 isNudge[8] = true; //LEFT_NUDGE
766 isNudge[9] = true; //RIGHT_NUDGE
767 isNudge[10] = true; //DOWN_Nudge
768 return isNudge;
769 }
770
735 771
736 #endregion 772 #endregion
737 773
@@ -995,7 +1031,9 @@ namespace OpenSim.Region.Framework.Scenes
995 { 1031 {
996 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1032 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
997 } 1033 }
998 1034
1035 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1036
999 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1037 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1000 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1038 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1001 } 1039 }
@@ -1230,7 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes
1230 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1231 } 1269 }
1232 } 1270 }
1233
1234 lock (scriptedcontrols) 1271 lock (scriptedcontrols)
1235 { 1272 {
1236 if (scriptedcontrols.Count > 0) 1273 if (scriptedcontrols.Count > 0)
@@ -1245,9 +1282,7 @@ namespace OpenSim.Region.Framework.Scenes
1245 1282
1246 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1283 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1247 { 1284 {
1248 // TODO: This doesn't prevent the user from walking yet. 1285 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1249 // Setting parent ID would fix this, if we knew what value
1250 // to use. Or we could add a m_isSitting variable.
1251 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1286 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1252 } 1287 }
1253 1288
@@ -1292,6 +1327,11 @@ namespace OpenSim.Region.Framework.Scenes
1292 update_rotation = true; 1327 update_rotation = true;
1293 } 1328 }
1294 1329
1330 //guilty until proven innocent..
1331 bool Nudging = true;
1332 //Basically, if there is at least one non-nudge control then we don't need
1333 //to worry about stopping the avatar
1334
1295 if (m_parentID == 0) 1335 if (m_parentID == 0)
1296 { 1336 {
1297 bool bAllowUpdateMoveToPosition = false; 1337 bool bAllowUpdateMoveToPosition = false;
@@ -1306,6 +1346,12 @@ namespace OpenSim.Region.Framework.Scenes
1306 else 1346 else
1307 dirVectors = Dir_Vectors; 1347 dirVectors = Dir_Vectors;
1308 1348
1349 bool[] isNudge = GetDirectionIsNudge();
1350
1351
1352
1353
1354
1309 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1355 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1310 { 1356 {
1311 if (((uint)flags & (uint)DCF) != 0) 1357 if (((uint)flags & (uint)DCF) != 0)
@@ -1315,6 +1361,10 @@ namespace OpenSim.Region.Framework.Scenes
1315 try 1361 try
1316 { 1362 {
1317 agent_control_v3 += dirVectors[i]; 1363 agent_control_v3 += dirVectors[i];
1364 if (isNudge[i] == false)
1365 {
1366 Nudging = false;
1367 }
1318 } 1368 }
1319 catch (IndexOutOfRangeException) 1369 catch (IndexOutOfRangeException)
1320 { 1370 {
@@ -1376,6 +1426,9 @@ namespace OpenSim.Region.Framework.Scenes
1376 // Ignore z component of vector 1426 // Ignore z component of vector
1377 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1427 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1378 LocalVectorToTarget2D.Normalize(); 1428 LocalVectorToTarget2D.Normalize();
1429
1430 //We're not nudging
1431 Nudging = false;
1379 agent_control_v3 += LocalVectorToTarget2D; 1432 agent_control_v3 += LocalVectorToTarget2D;
1380 1433
1381 // update avatar movement flags. the avatar coordinate system is as follows: 1434 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1464,7 +1517,7 @@ namespace OpenSim.Region.Framework.Scenes
1464 // m_log.DebugFormat( 1517 // m_log.DebugFormat(
1465 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1518 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1466 1519
1467 AddNewMovement(agent_control_v3, q); 1520 AddNewMovement(agent_control_v3, q, Nudging);
1468 1521
1469 1522
1470 } 1523 }
@@ -1485,7 +1538,6 @@ namespace OpenSim.Region.Framework.Scenes
1485 m_sitAtAutoTarget = false; 1538 m_sitAtAutoTarget = false;
1486 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1539 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1487 //proxy.PCode = (byte)PCode.ParticleSystem; 1540 //proxy.PCode = (byte)PCode.ParticleSystem;
1488
1489 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1541 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1490 proxyObjectGroup.AttachToScene(m_scene); 1542 proxyObjectGroup.AttachToScene(m_scene);
1491 1543
@@ -1527,7 +1579,7 @@ namespace OpenSim.Region.Framework.Scenes
1527 } 1579 }
1528 m_moveToPositionInProgress = true; 1580 m_moveToPositionInProgress = true;
1529 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1581 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1530 } 1582 }
1531 catch (Exception ex) 1583 catch (Exception ex)
1532 { 1584 {
1533 //Why did I get this error? 1585 //Why did I get this error?
@@ -1549,7 +1601,7 @@ namespace OpenSim.Region.Framework.Scenes
1549 Velocity = Vector3.Zero; 1601 Velocity = Vector3.Zero;
1550 SendFullUpdateToAllClients(); 1602 SendFullUpdateToAllClients();
1551 1603
1552 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1604 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1553 } 1605 }
1554 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1606 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1555 m_requestedSitTargetUUID = UUID.Zero; 1607 m_requestedSitTargetUUID = UUID.Zero;
@@ -1587,46 +1639,79 @@ namespace OpenSim.Region.Framework.Scenes
1587 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1639 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1588 if (part != null) 1640 if (part != null)
1589 { 1641 {
1642 part.TaskInventory.LockItemsForRead(true);
1590 TaskInventoryDictionary taskIDict = part.TaskInventory; 1643 TaskInventoryDictionary taskIDict = part.TaskInventory;
1591 if (taskIDict != null) 1644 if (taskIDict != null)
1592 { 1645 {
1593 lock (taskIDict) 1646 foreach (UUID taskID in taskIDict.Keys)
1594 { 1647 {
1595 foreach (UUID taskID in taskIDict.Keys) 1648 UnRegisterControlEventsToScript(LocalId, taskID);
1596 { 1649 taskIDict[taskID].PermsMask &= ~(
1597 UnRegisterControlEventsToScript(LocalId, taskID); 1650 2048 | //PERMISSION_CONTROL_CAMERA
1598 taskIDict[taskID].PermsMask &= ~( 1651 4); // PERMISSION_TAKE_CONTROLS
1599 2048 | //PERMISSION_CONTROL_CAMERA
1600 4); // PERMISSION_TAKE_CONTROLS
1601 }
1602 } 1652 }
1603
1604 } 1653 }
1654 part.TaskInventory.LockItemsForRead(false);
1605 // Reset sit target. 1655 // Reset sit target.
1606 if (part.GetAvatarOnSitTarget() == UUID) 1656 if (part.GetAvatarOnSitTarget() == UUID)
1607 part.SetAvatarOnSitTarget(UUID.Zero); 1657 part.SetAvatarOnSitTarget(UUID.Zero);
1608
1609 m_parentPosition = part.GetWorldPosition(); 1658 m_parentPosition = part.GetWorldPosition();
1610 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1659 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1611 } 1660 }
1612 1661 // part.GetWorldRotation() is the rotation of the object being sat on
1613 if (m_physicsActor == null) 1662 // Rotation is the sittiing Av's rotation
1614 { 1663
1615 AddToPhysicalScene(false); 1664 Quaternion partRot;
1665// if (part.LinkNum == 1)
1666// { // Root prim of linkset
1667// partRot = part.ParentGroup.RootPart.RotationOffset;
1668// }
1669// else
1670// { // single or child prim
1671
1672// }
1673 if (part == null) //CW: Part may be gone. llDie() for example.
1674 {
1675 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1676 }
1677 else
1678 {
1679 partRot = part.GetWorldRotation();
1680 }
1681
1682 Quaternion partIRot = Quaternion.Inverse(partRot);
1683
1684 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1685 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1686
1687
1688 if (m_physicsActor == null)
1689 {
1690 AddToPhysicalScene(false);
1691 }
1692 //CW: If the part isn't null then we can set the current position
1693 if (part != null)
1694 {
1695 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1696 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1697 part.IsOccupied = false;
1698 }
1699 else
1700 {
1701 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1702 AbsolutePosition = m_lastWorldPosition;
1616 } 1703 }
1617 1704
1618 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1705 m_parentPosition = Vector3.Zero;
1619 m_parentPosition = Vector3.Zero; 1706 m_parentID = 0;
1620
1621 m_parentID = 0;
1622 SendFullUpdateToAllClients(); 1707 SendFullUpdateToAllClients();
1623 m_requestedSitTargetID = 0; 1708 m_requestedSitTargetID = 0;
1709
1624 if ((m_physicsActor != null) && (m_avHeight > 0)) 1710 if ((m_physicsActor != null) && (m_avHeight > 0))
1625 { 1711 {
1626 SetHeight(m_avHeight); 1712 SetHeight(m_avHeight);
1627 } 1713 }
1628 } 1714 }
1629
1630 Animator.TrySetMovementAnimation("STAND"); 1715 Animator.TrySetMovementAnimation("STAND");
1631 } 1716 }
1632 1717
@@ -1657,13 +1742,9 @@ namespace OpenSim.Region.Framework.Scenes
1657 Vector3 avSitOffSet = part.SitTargetPosition; 1742 Vector3 avSitOffSet = part.SitTargetPosition;
1658 Quaternion avSitOrientation = part.SitTargetOrientation; 1743 Quaternion avSitOrientation = part.SitTargetOrientation;
1659 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1744 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1660 1745 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1661 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1746 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1662 bool SitTargetisSet = 1747 if (SitTargetisSet && !SitTargetOccupied)
1663 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1664 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1665
1666 if (SitTargetisSet && SitTargetUnOccupied)
1667 { 1748 {
1668 //switch the target to this prim 1749 //switch the target to this prim
1669 return part; 1750 return part;
@@ -1677,84 +1758,152 @@ namespace OpenSim.Region.Framework.Scenes
1677 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1758 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1678 { 1759 {
1679 bool autopilot = true; 1760 bool autopilot = true;
1761 Vector3 autopilotTarget = new Vector3();
1762 Quaternion sitOrientation = Quaternion.Identity;
1680 Vector3 pos = new Vector3(); 1763 Vector3 pos = new Vector3();
1681 Quaternion sitOrientation = pSitOrientation;
1682 Vector3 cameraEyeOffset = Vector3.Zero; 1764 Vector3 cameraEyeOffset = Vector3.Zero;
1683 Vector3 cameraAtOffset = Vector3.Zero; 1765 Vector3 cameraAtOffset = Vector3.Zero;
1684 bool forceMouselook = false; 1766 bool forceMouselook = false;
1685 1767
1686 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1768 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1687 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1769 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1688 if (part != null) 1770 if (part == null) return;
1689 { 1771
1690 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1772 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1691 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1773 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1692 1774
1693 // Is a sit target available? 1775 // part is the prim to sit on
1694 Vector3 avSitOffSet = part.SitTargetPosition; 1776 // offset is the world-ref vector distance from that prim center to the click-spot
1695 Quaternion avSitOrientation = part.SitTargetOrientation; 1777 // UUID is the UUID of the Avatar doing the clicking
1696 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1778
1697 1779 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1698 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1780
1699 bool SitTargetisSet = 1781 // Is a sit target available?
1700 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1782 Vector3 avSitOffSet = part.SitTargetPosition;
1701 ( 1783 Quaternion avSitOrientation = part.SitTargetOrientation;
1702 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1784
1703 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1785 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1704 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1786 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1705 ) 1787 Quaternion partRot;
1706 )); 1788// if (part.LinkNum == 1)
1707 1789// { // Root prim of linkset
1708 if (SitTargetisSet && SitTargetUnOccupied) 1790// partRot = part.ParentGroup.RootPart.RotationOffset;
1709 { 1791// }
1710 part.SetAvatarOnSitTarget(UUID); 1792// else
1711 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1793// { // single or child prim
1712 sitOrientation = avSitOrientation; 1794 partRot = part.GetWorldRotation();
1713 autopilot = false; 1795// }
1714 } 1796 Quaternion partIRot = Quaternion.Inverse(partRot);
1715 1797//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1716 pos = part.AbsolutePosition + offset; 1798 // Sit analysis rewritten by KF 091125
1717 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1799 if (SitTargetisSet) // scipted sit
1718 //{ 1800 {
1719 // offset = pos; 1801 if (!part.IsOccupied)
1720 //autopilot = false; 1802 {
1721 //} 1803//Console.WriteLine("Scripted, unoccupied");
1722 if (m_physicsActor != null) 1804 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1723 { 1805 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1724 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1806 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1725 // We can remove the physicsActor until they stand up. 1807 autopilot = false; // Jump direct to scripted llSitPos()
1726 m_sitAvatarHeight = m_physicsActor.Size.Z; 1808 }
1727 1809 else
1728 if (autopilot) 1810 {
1729 { 1811//Console.WriteLine("Scripted, occupied");
1730 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1812 return;
1731 { 1813 }
1732 autopilot = false; 1814 }
1815 else // Not Scripted
1816 {
1817 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1818 {
1819 // large prim & offset, ignore if other Avs sitting
1820// offset.Z -= 0.05f;
1821 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1822 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1823
1824//Console.WriteLine(" offset ={0}", offset);
1825//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1826//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1827
1828 }
1829 else // small offset
1830 {
1831//Console.WriteLine("Small offset");
1832 if (!part.IsOccupied)
1833 {
1834 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1835 autopilotTarget = part.AbsolutePosition;
1836 }
1837 else return; // occupied small
1838 } // end large/small
1839 } // end Scripted/not
1840 cameraAtOffset = part.GetCameraAtOffset();
1841 cameraEyeOffset = part.GetCameraEyeOffset();
1842 forceMouselook = part.GetForceMouselook();
1843 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1844 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1733 1845
1734 RemoveFromPhysicalScene(); 1846 if (m_physicsActor != null)
1735 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1847 {
1736 } 1848 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1737 } 1849 // We can remove the physicsActor until they stand up.
1738 else 1850 m_sitAvatarHeight = m_physicsActor.Size.Z;
1851 if (autopilot)
1852 { // its not a scripted sit
1853// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1854 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1739 { 1855 {
1856 autopilot = false; // close enough
1857 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1858 Not using the part's position because returning the AV to the last known standing
1859 position is likely to be more friendly, isn't it? */
1740 RemoveFromPhysicalScene(); 1860 RemoveFromPhysicalScene();
1741 } 1861 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1862 } // else the autopilot will get us close
1863 }
1864 else
1865 { // its a scripted sit
1866 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1867 I *am* using the part's position this time because we have no real idea how far away
1868 the avatar is from the sit target. */
1869 RemoveFromPhysicalScene();
1742 } 1870 }
1743
1744 cameraAtOffset = part.GetCameraAtOffset();
1745 cameraEyeOffset = part.GetCameraEyeOffset();
1746 forceMouselook = part.GetForceMouselook();
1747 } 1871 }
1748 1872 else return; // physactor is null!
1749 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1873
1750 m_requestedSitTargetUUID = targetID; 1874 Vector3 offsetr; // = offset * partIRot;
1875 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1876 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1877 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1878 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1879 offsetr = offset * partIRot;
1880//
1881 // else
1882 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1883 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1884 // (offset * partRot);
1885 // }
1886
1887//Console.WriteLine(" ");
1888//Console.WriteLine("link number ={0}", part.LinkNum);
1889//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1890//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1891//Console.WriteLine("Click offst ={0}", offset);
1892//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1893//Console.WriteLine("offsetr ={0}", offsetr);
1894//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1895//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1896
1897 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1898 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1751 // This calls HandleAgentSit twice, once from here, and the client calls 1899 // This calls HandleAgentSit twice, once from here, and the client calls
1752 // HandleAgentSit itself after it gets to the location 1900 // HandleAgentSit itself after it gets to the location
1753 // It doesn't get to the location until we've moved them there though 1901 // It doesn't get to the location until we've moved them there though
1754 // which happens in HandleAgentSit :P 1902 // which happens in HandleAgentSit :P
1755 m_autopilotMoving = autopilot; 1903 m_autopilotMoving = autopilot;
1756 m_autoPilotTarget = pos; 1904 m_autoPilotTarget = autopilotTarget;
1757 m_sitAtAutoTarget = autopilot; 1905 m_sitAtAutoTarget = autopilot;
1906 m_initialSitTarget = autopilotTarget;
1758 if (!autopilot) 1907 if (!autopilot)
1759 HandleAgentSit(remoteClient, UUID); 1908 HandleAgentSit(remoteClient, UUID);
1760 } 1909 }
@@ -2049,31 +2198,65 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2198 {
2050 if (part != null) 2199 if (part != null)
2051 { 2200 {
2201//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2052 if (part.GetAvatarOnSitTarget() == UUID) 2202 if (part.GetAvatarOnSitTarget() == UUID)
2053 { 2203 {
2204//Console.WriteLine("Scripted Sit");
2205 // Scripted sit
2054 Vector3 sitTargetPos = part.SitTargetPosition; 2206 Vector3 sitTargetPos = part.SitTargetPosition;
2055 Quaternion sitTargetOrient = part.SitTargetOrientation; 2207 Quaternion sitTargetOrient = part.SitTargetOrientation;
2056
2057 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2058 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2059
2060 //Quaternion result = (sitTargetOrient * vq) * nq;
2061
2062 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2208 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2063 m_pos += SIT_TARGET_ADJUSTMENT; 2209 m_pos += SIT_TARGET_ADJUSTMENT;
2064 m_bodyRot = sitTargetOrient; 2210 m_bodyRot = sitTargetOrient;
2065 //Rotation = sitTargetOrient;
2066 m_parentPosition = part.AbsolutePosition; 2211 m_parentPosition = part.AbsolutePosition;
2067 2212 part.IsOccupied = true;
2068 //SendTerseUpdateToAllClients();
2069 } 2213 }
2070 else 2214 else
2071 { 2215 {
2072 m_pos -= part.AbsolutePosition; 2216 // if m_avUnscriptedSitPos is zero then Av sits above center
2217 // Else Av sits at m_avUnscriptedSitPos
2218
2219 // Non-scripted sit by Kitto Flora 21Nov09
2220 // Calculate angle of line from prim to Av
2221 Quaternion partIRot;
2222// if (part.LinkNum == 1)
2223// { // Root prim of linkset
2224// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2225// }
2226// else
2227// { // single or child prim
2228 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2229// }
2230 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2231 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2232 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2233 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2234 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2235 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2236 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2237 // Av sits at world euler <0,0, z>, translated by part rotation
2238 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2239
2073 m_parentPosition = part.AbsolutePosition; 2240 m_parentPosition = part.AbsolutePosition;
2074 } 2241 part.IsOccupied = true;
2075 } 2242 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2076 else 2243 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2244 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2245 m_avUnscriptedSitPos; // adds click offset, if any
2246 //Set up raytrace to find top surface of prim
2247 Vector3 size = part.Scale;
2248 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2249 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2250 Vector3 down = new Vector3(0f, 0f, -1f);
2251//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2252 m_scene.PhysicsScene.RaycastWorld(
2253 start, // Vector3 position,
2254 down, // Vector3 direction,
2255 mag, // float length,
2256 SitAltitudeCallback); // retMethod
2257 } // end scripted/not
2258 }
2259 else // no Av
2077 { 2260 {
2078 return; 2261 return;
2079 } 2262 }
@@ -2085,11 +2268,36 @@ namespace OpenSim.Region.Framework.Scenes
2085 2268
2086 Animator.TrySetMovementAnimation(sitAnimation); 2269 Animator.TrySetMovementAnimation(sitAnimation);
2087 SendFullUpdateToAllClients(); 2270 SendFullUpdateToAllClients();
2088 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2089 // So we're also sending a terse update (which has avatar rotation)
2090 // [Update] We do now.
2091 //SendTerseUpdateToAllClients();
2092 } 2271 }
2272
2273 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2274 {
2275 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2276 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2277 if(hitYN)
2278 {
2279 // m_pos = Av offset from prim center to make look like on center
2280 // m_parentPosition = Actual center pos of prim
2281 // collisionPoint = spot on prim where we want to sit
2282 // collisionPoint.Z = global sit surface height
2283 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2284 Quaternion partIRot;
2285// if (part.LinkNum == 1)
2286/// { // Root prim of linkset
2287// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2288// }
2289// else
2290// { // single or child prim
2291 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2292// }
2293 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2294 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2295//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2296 m_pos += offset;
2297// ControllingClient.SendClearFollowCamProperties(part.UUID);
2298
2299 }
2300 } // End SitAltitudeCallback KF.
2093 2301
2094 /// <summary> 2302 /// <summary>
2095 /// Event handler for the 'Always run' setting on the client 2303 /// Event handler for the 'Always run' setting on the client
@@ -2119,7 +2327,7 @@ namespace OpenSim.Region.Framework.Scenes
2119 /// </summary> 2327 /// </summary>
2120 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2328 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2121 /// <param name="rotation">The direction in which this avatar should now face. 2329 /// <param name="rotation">The direction in which this avatar should now face.
2122 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2330 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2123 { 2331 {
2124 if (m_isChildAgent) 2332 if (m_isChildAgent)
2125 { 2333 {
@@ -2193,7 +2401,7 @@ namespace OpenSim.Region.Framework.Scenes
2193 2401
2194 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2402 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2195 m_forceToApply = direc; 2403 m_forceToApply = direc;
2196 2404 m_isNudging = Nudging;
2197 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2405 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2198 } 2406 }
2199 2407
@@ -2208,7 +2416,7 @@ namespace OpenSim.Region.Framework.Scenes
2208 const float POSITION_TOLERANCE = 0.05f; 2416 const float POSITION_TOLERANCE = 0.05f;
2209 //const int TIME_MS_TOLERANCE = 3000; 2417 //const int TIME_MS_TOLERANCE = 3000;
2210 2418
2211 SendPrimUpdates(); 2419
2212 2420
2213 if (m_newCoarseLocations) 2421 if (m_newCoarseLocations)
2214 { 2422 {
@@ -2244,6 +2452,9 @@ namespace OpenSim.Region.Framework.Scenes
2244 CheckForBorderCrossing(); 2452 CheckForBorderCrossing();
2245 CheckForSignificantMovement(); // sends update to the modules. 2453 CheckForSignificantMovement(); // sends update to the modules.
2246 } 2454 }
2455
2456 //Sending prim updates AFTER the avatar terse updates are sent
2457 SendPrimUpdates();
2247 } 2458 }
2248 2459
2249 #endregion 2460 #endregion
@@ -3097,14 +3308,25 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3308 {
3098 if (m_forceToApply.HasValue) 3309 if (m_forceToApply.HasValue)
3099 { 3310 {
3100 Vector3 force = m_forceToApply.Value;
3101 3311
3312 Vector3 force = m_forceToApply.Value;
3102 m_updateflag = true; 3313 m_updateflag = true;
3103// movementvector = force;
3104 Velocity = force; 3314 Velocity = force;
3105 3315
3106 m_forceToApply = null; 3316 m_forceToApply = null;
3107 } 3317 }
3318 else
3319 {
3320 if (m_isNudging)
3321 {
3322 Vector3 force = Vector3.Zero;
3323
3324 m_updateflag = true;
3325 Velocity = force;
3326 m_isNudging = false;
3327 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3328 }
3329 }
3108 } 3330 }
3109 3331
3110 public override void SetText(string text, Vector3 color, double alpha) 3332 public override void SetText(string text, Vector3 color, double alpha)
@@ -3156,18 +3378,29 @@ namespace OpenSim.Region.Framework.Scenes
3156 { 3378 {
3157 if (e == null) 3379 if (e == null)
3158 return; 3380 return;
3159 3381
3160 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3382 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3161 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3162 // as of this comment the interval is set in AddToPhysicalScene 3383 // as of this comment the interval is set in AddToPhysicalScene
3163 if (Animator!=null) 3384 if (Animator!=null)
3164 Animator.UpdateMovementAnimations(); 3385 {
3386 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3387 { // else its will lock out other animation changes, like ground sit.
3388 Animator.UpdateMovementAnimations();
3389 m_updateCount--;
3390 }
3391 }
3165 3392
3166 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3393 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3167 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3394 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3168 3395
3169 CollisionPlane = Vector4.UnitW; 3396 CollisionPlane = Vector4.UnitW;
3170 3397
3398 if (m_lastColCount != coldata.Count)
3399 {
3400 m_updateCount = UPDATE_COUNT;
3401 m_lastColCount = coldata.Count;
3402 }
3403
3171 if (coldata.Count != 0 && Animator != null) 3404 if (coldata.Count != 0 && Animator != null)
3172 { 3405 {
3173 switch (Animator.CurrentMovementAnimation) 3406 switch (Animator.CurrentMovementAnimation)
@@ -3815,5 +4048,16 @@ namespace OpenSim.Region.Framework.Scenes
3815 m_reprioritization_called = false; 4048 m_reprioritization_called = false;
3816 } 4049 }
3817 } 4050 }
4051
4052 private Vector3 Quat2Euler(Quaternion rot){
4053 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4054 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4055 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4056 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4057 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4058 return(new Vector3(x,y,z));
4059 }
4060
4061
3818 } 4062 }
3819} \ No newline at end of file 4063}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 6c3e7eb..bdf1574 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -936,7 +936,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
936 // TODO 936 // TODO
937 } 937 }
938 938
939 public void SendGenericMessage(string method, List<string> message) 939 public void SendGenericMessage(string method, List<byte[]> message)
940 { 940 {
941 941
942 } 942 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index cf36d08..975033a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -522,7 +522,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
522 522
523 } 523 }
524 524
525 public void SendGenericMessage(string method, List<string> message) 525 public void SendGenericMessage(string method, List<byte[]> message)
526 { 526 {
527 527
528 } 528 }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 02328b5..88f5d3e 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -619,8 +619,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
619 { 619 {
620 set { return; } 620 set { return; }
621 } 621 }
622 622
623
624 public override Quaternion APIDTarget 623 public override Quaternion APIDTarget
625 { 624 {
626 set { return; } 625 set { return; }
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
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
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..aa0acb7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1353 @@
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void SetVolumeDetect(int param)
738 {
739
740 }
741
742 public override Vector3 CenterOfMass
743 {
744 get { return Vector3.Zero; }
745 }
746
747 public override Vector3 GeometricCenter
748 {
749 get { return Vector3.Zero; }
750 }
751
752 public override PrimitiveBaseShape Shape
753 {
754 set { return; }
755 }
756
757 public override Vector3 Velocity
758 {
759 get {
760 // There's a problem with Vector3.Zero! Don't Use it Here!
761 if (_zeroFlag)
762 return Vector3.Zero;
763 m_lastUpdateSent = false;
764 return _velocity;
765 }
766 set
767 {
768 if (value.IsFinite())
769 {
770 m_pidControllerActive = true;
771 _target_velocity = value;
772 }
773 else
774 {
775 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
776 }
777 }
778 }
779
780 public override Vector3 Torque
781 {
782 get { return Vector3.Zero; }
783 set { return; }
784 }
785
786 public override float CollisionScore
787 {
788 get { return 0f; }
789 set { }
790 }
791
792 public override bool Kinematic
793 {
794 get { return false; }
795 set { }
796 }
797
798 public override Quaternion Orientation
799 {
800 get { return Quaternion.Identity; }
801 set {
802 //Matrix3 or = Orientation.ToRotationMatrix();
803 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
804 //d.BodySetRotation(Body, ref ord);
805 }
806 }
807
808 public override Vector3 Acceleration
809 {
810 get { return _acceleration; }
811 }
812
813 public void SetAcceleration(Vector3 accel)
814 {
815 m_pidControllerActive = true;
816 _acceleration = accel;
817 }
818
819 /// <summary>
820 /// Adds the force supplied to the Target Velocity
821 /// The PID controller takes this target velocity and tries to make it a reality
822 /// </summary>
823 /// <param name="force"></param>
824 public override void AddForce(Vector3 force, bool pushforce)
825 {
826 if (force.IsFinite())
827 {
828 if (pushforce)
829 {
830 m_pidControllerActive = false;
831 force *= 100f;
832 doForce(force);
833 // If uncommented, things get pushed off world
834 //
835 // m_log.Debug("Push!");
836 // _target_velocity.X += force.X;
837 // _target_velocity.Y += force.Y;
838 // _target_velocity.Z += force.Z;
839 }
840 else
841 {
842 m_pidControllerActive = true;
843 _target_velocity.X += force.X;
844 _target_velocity.Y += force.Y;
845 _target_velocity.Z += force.Z;
846 }
847 }
848 else
849 {
850 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
851 }
852 //m_lastUpdateSent = false;
853 }
854
855 public override void AddAngularForce(Vector3 force, bool pushforce)
856 {
857
858 }
859
860 /// <summary>
861 /// After all of the forces add up with 'add force' we apply them with doForce
862 /// </summary>
863 /// <param name="force"></param>
864 public void doForce(Vector3 force)
865 {
866 if (!collidelock)
867 {
868 d.BodyAddForce(Body, force.X, force.Y, force.Z);
869 //d.BodySetRotation(Body, ref m_StandUpRotation);
870 //standupStraight();
871
872 }
873 }
874
875 public override void SetMomentum(Vector3 momentum)
876 {
877 }
878
879
880 /// <summary>
881 /// Called from Simulate
882 /// This is the avatar's movement control + PID Controller
883 /// </summary>
884 /// <param name="timeStep"></param>
885 public void Move(float timeStep, List<OdeCharacter> defects)
886 {
887 // no lock; for now it's only called from within Simulate()
888
889 // If the PID Controller isn't active then we set our force
890 // calculating base velocity to the current position
891
892 if (Body == IntPtr.Zero)
893 return;
894
895 if (m_pidControllerActive == false)
896 {
897 _zeroPosition = d.BodyGetPosition(Body);
898 }
899 //PidStatus = true;
900
901 d.Vector3 localpos = d.BodyGetPosition(Body);
902 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
903
904 if (!localPos.IsFinite())
905 {
906
907 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
908 defects.Add(this);
909 // _parent_scene.RemoveCharacter(this);
910
911 // destroy avatar capsule and related ODE data
912 if (Amotor != IntPtr.Zero)
913 {
914 // Kill the Amotor
915 d.JointDestroy(Amotor);
916 Amotor = IntPtr.Zero;
917 }
918
919 //kill the Geometry
920 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
921
922 if (Body != IntPtr.Zero)
923 {
924 //kill the body
925 d.BodyDestroy(Body);
926
927 Body = IntPtr.Zero;
928 }
929
930 if (Shell != IntPtr.Zero)
931 {
932 d.GeomDestroy(Shell);
933 _parent_scene.geom_name_map.Remove(Shell);
934 Shell = IntPtr.Zero;
935 }
936
937 return;
938 }
939
940 Vector3 vec = Vector3.Zero;
941 d.Vector3 vel = d.BodyGetLinearVel(Body);
942
943 float movementdivisor = 1f;
944
945 if (!m_alwaysRun)
946 {
947 movementdivisor = walkDivisor;
948 }
949 else
950 {
951 movementdivisor = runDivisor;
952 }
953
954 // if velocity is zero, use position control; otherwise, velocity control
955 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
956 {
957 // keep track of where we stopped. No more slippin' & slidin'
958 if (!_zeroFlag)
959 {
960 _zeroFlag = true;
961 _zeroPosition = d.BodyGetPosition(Body);
962 }
963 if (m_pidControllerActive)
964 {
965 // We only want to deactivate the PID Controller if we think we want to have our surrogate
966 // react to the physics scene by moving it's position.
967 // Avatar to Avatar collisions
968 // Prim to avatar collisions
969
970 d.Vector3 pos = d.BodyGetPosition(Body);
971 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
972 vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
973 if (flying)
974 {
975 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
976 }
977 }
978 //PidStatus = true;
979 }
980 else
981 {
982 m_pidControllerActive = true;
983 _zeroFlag = false;
984 if (m_iscolliding && !flying)
985 {
986 // We're standing on something
987 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
988 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
989 }
990 else if (m_iscolliding && flying)
991 {
992 // We're flying and colliding with something
993 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
994 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
995 }
996 else if (!m_iscolliding && flying)
997 {
998 // we're in mid air suspended
999 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1000 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1001 }
1002
1003 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1004 {
1005 // We're colliding with something and we're not flying but we're moving
1006 // This means we're walking or running.
1007 d.Vector3 pos = d.BodyGetPosition(Body);
1008 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1009 if (_target_velocity.X > 0)
1010 {
1011 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1012 }
1013 if (_target_velocity.Y > 0)
1014 {
1015 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1016 }
1017 }
1018 else if (!m_iscolliding && !flying)
1019 {
1020 // we're not colliding and we're not flying so that means we're falling!
1021 // m_iscolliding includes collisions with the ground.
1022
1023 // d.Vector3 pos = d.BodyGetPosition(Body);
1024 if (_target_velocity.X > 0)
1025 {
1026 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1027 }
1028 if (_target_velocity.Y > 0)
1029 {
1030 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1031 }
1032 }
1033
1034 if (flying)
1035 {
1036 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1037 }
1038 }
1039 if (flying)
1040 {
1041 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1042
1043 //Added for auto fly height. Kitto Flora
1044 //d.Vector3 pos = d.BodyGetPosition(Body);
1045 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1046
1047 if (_position.Z < target_altitude)
1048 {
1049 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1050 }
1051 // end add Kitto Flora
1052 }
1053 if (vec.IsFinite())
1054 {
1055 doForce(vec);
1056 if (!_zeroFlag)
1057 {
1058 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1059 }
1060 }
1061 else
1062 {
1063 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1064 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1065 defects.Add(this);
1066 // _parent_scene.RemoveCharacter(this);
1067 // destroy avatar capsule and related ODE data
1068 if (Amotor != IntPtr.Zero)
1069 {
1070 // Kill the Amotor
1071 d.JointDestroy(Amotor);
1072 Amotor = IntPtr.Zero;
1073 }
1074 //kill the Geometry
1075 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1076
1077 if (Body != IntPtr.Zero)
1078 {
1079 //kill the body
1080 d.BodyDestroy(Body);
1081
1082 Body = IntPtr.Zero;
1083 }
1084
1085 if (Shell != IntPtr.Zero)
1086 {
1087 d.GeomDestroy(Shell);
1088 _parent_scene.geom_name_map.Remove(Shell);
1089 Shell = IntPtr.Zero;
1090 }
1091 }
1092 }
1093
1094 /// <summary>
1095 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1096 /// </summary>
1097 public void UpdatePositionAndVelocity()
1098 {
1099 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1100 d.Vector3 vec;
1101 try
1102 {
1103 vec = d.BodyGetPosition(Body);
1104 }
1105 catch (NullReferenceException)
1106 {
1107 bad = true;
1108 _parent_scene.BadCharacter(this);
1109 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1110 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1111 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1112 }
1113
1114
1115 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1116 if (vec.X < 0.0f) vec.X = 0.0f;
1117 if (vec.Y < 0.0f) vec.Y = 0.0f;
1118 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1119 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1120
1121 _position.X = vec.X;
1122 _position.Y = vec.Y;
1123 _position.Z = vec.Z;
1124
1125 // Did we move last? = zeroflag
1126 // This helps keep us from sliding all over
1127
1128 if (_zeroFlag)
1129 {
1130 _velocity.X = 0.0f;
1131 _velocity.Y = 0.0f;
1132 _velocity.Z = 0.0f;
1133
1134 // Did we send out the 'stopped' message?
1135 if (!m_lastUpdateSent)
1136 {
1137 m_lastUpdateSent = true;
1138 //base.RequestPhysicsterseUpdate();
1139
1140 }
1141 }
1142 else
1143 {
1144 m_lastUpdateSent = false;
1145 try
1146 {
1147 vec = d.BodyGetLinearVel(Body);
1148 }
1149 catch (NullReferenceException)
1150 {
1151 vec.X = _velocity.X;
1152 vec.Y = _velocity.Y;
1153 vec.Z = _velocity.Z;
1154 }
1155 _velocity.X = (vec.X);
1156 _velocity.Y = (vec.Y);
1157
1158 _velocity.Z = (vec.Z);
1159
1160 if (_velocity.Z < -6 && !m_hackSentFall)
1161 {
1162 m_hackSentFall = true;
1163 m_pidControllerActive = false;
1164 }
1165 else if (flying && !m_hackSentFly)
1166 {
1167 //m_hackSentFly = true;
1168 //base.SendCollisionUpdate(new CollisionEventUpdate());
1169 }
1170 else
1171 {
1172 m_hackSentFly = false;
1173 m_hackSentFall = false;
1174 }
1175 }
1176 }
1177
1178 /// <summary>
1179 /// Cleanup the things we use in the scene.
1180 /// </summary>
1181 public void Destroy()
1182 {
1183 m_tainted_isPhysical = false;
1184 _parent_scene.AddPhysicsActorTaint(this);
1185 }
1186
1187 public override void CrossingFailure()
1188 {
1189 }
1190
1191 public override Vector3 PIDTarget { set { return; } }
1192 public override bool PIDActive { set { return; } }
1193 public override float PIDTau { set { return; } }
1194
1195 public override float PIDHoverHeight { set { return; } }
1196 public override bool PIDHoverActive { set { return; } }
1197 public override PIDHoverType PIDHoverType { set { return; } }
1198 public override float PIDHoverTau { set { return; } }
1199
1200 public override Quaternion APIDTarget{ set { return; } }
1201
1202 public override bool APIDActive{ set { return; } }
1203
1204 public override float APIDStrength{ set { return; } }
1205
1206 public override float APIDDamping{ set { return; } }
1207
1208
1209 public override void SubscribeEvents(int ms)
1210 {
1211 m_requestedUpdateFrequency = ms;
1212 m_eventsubscription = ms;
1213 _parent_scene.addCollisionEventReporting(this);
1214 }
1215 public override void UnSubscribeEvents()
1216 {
1217 _parent_scene.remCollisionEventReporting(this);
1218 m_requestedUpdateFrequency = 0;
1219 m_eventsubscription = 0;
1220 }
1221 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1222 {
1223 if (m_eventsubscription > 0)
1224 {
1225 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1226 }
1227 }
1228
1229 public void SendCollisions()
1230 {
1231 if (m_eventsubscription > m_requestedUpdateFrequency)
1232 {
1233 if (CollisionEventsThisFrame != null)
1234 {
1235 base.SendCollisionUpdate(CollisionEventsThisFrame);
1236 }
1237 CollisionEventsThisFrame = new CollisionEventUpdate();
1238 m_eventsubscription = 0;
1239 }
1240 }
1241 public override bool SubscribedEvents()
1242 {
1243 if (m_eventsubscription > 0)
1244 return true;
1245 return false;
1246 }
1247
1248 public void ProcessTaints(float timestep)
1249 {
1250
1251 if (m_tainted_isPhysical != m_isPhysical)
1252 {
1253 if (m_tainted_isPhysical)
1254 {
1255 // Create avatar capsule and related ODE data
1256 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1257 {
1258 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1259 + (Shell!=IntPtr.Zero ? "Shell ":"")
1260 + (Body!=IntPtr.Zero ? "Body ":"")
1261 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1262 }
1263 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1264
1265 _parent_scene.geom_name_map[Shell] = m_name;
1266 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1267 _parent_scene.AddCharacter(this);
1268 }
1269 else
1270 {
1271 _parent_scene.RemoveCharacter(this);
1272 // destroy avatar capsule and related ODE data
1273 if (Amotor != IntPtr.Zero)
1274 {
1275 // Kill the Amotor
1276 d.JointDestroy(Amotor);
1277 Amotor = IntPtr.Zero;
1278 }
1279 //kill the Geometry
1280 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1281
1282 if (Body != IntPtr.Zero)
1283 {
1284 //kill the body
1285 d.BodyDestroy(Body);
1286
1287 Body = IntPtr.Zero;
1288 }
1289
1290 if (Shell != IntPtr.Zero)
1291 {
1292 d.GeomDestroy(Shell);
1293 _parent_scene.geom_name_map.Remove(Shell);
1294 Shell = IntPtr.Zero;
1295 }
1296
1297 }
1298
1299 m_isPhysical = m_tainted_isPhysical;
1300 }
1301
1302 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1303 {
1304 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1305 {
1306
1307 m_pidControllerActive = true;
1308 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1309 d.JointDestroy(Amotor);
1310 float prevCapsule = CAPSULE_LENGTH;
1311 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1312 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1313 d.BodyDestroy(Body);
1314 d.GeomDestroy(Shell);
1315 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1316 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1317 Velocity = Vector3.Zero;
1318
1319 _parent_scene.geom_name_map[Shell] = m_name;
1320 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1321 }
1322 else
1323 {
1324 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1325 + (Shell==IntPtr.Zero ? "Shell ":"")
1326 + (Body==IntPtr.Zero ? "Body ":"")
1327 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1328 }
1329 }
1330
1331 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1332 {
1333 if (Body != IntPtr.Zero)
1334 {
1335 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1336
1337 _position.X = m_taintPosition.X;
1338 _position.Y = m_taintPosition.Y;
1339 _position.Z = m_taintPosition.Z;
1340 }
1341 }
1342
1343 }
1344
1345 internal void AddCollisionFrameTime(int p)
1346 {
1347 // protect it from overflow crashing
1348 if (m_eventsubscription + p >= int.MaxValue)
1349 m_eventsubscription = 0;
1350 m_eventsubscription += p;
1351 }
1352 }
1353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments
new file mode 100644
index 0000000..1060aa6
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments
@@ -0,0 +1,630 @@
1/*
2 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
3 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
4 * ODEPrim.cs contains methods dealing with Prim editing, Prim
5 * characteristics and Kinetic motion.
6 * ODEDynamics.cs contains methods dealing with Prim Physical motion
7 * (dynamics) and the associated settings. Old Linear and angular
8 * motors for dynamic motion have been replace with MoveLinear()
9 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
10 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
11 * switch between 'VEHICLE' parameter use and general dynamics
12 * settings use.
13 *
14 * Copyright (c) Contributors, http://opensimulator.org/
15 * See CONTRIBUTORS.TXT for a full list of copyright holders.
16 *
17 * Redistribution and use in source and binary forms, with or without
18 * modification, are permitted provided that the following conditions are met:
19 * * Redistributions of source code must retain the above copyright
20 * notice, this list of conditions and the following disclaimer.
21 * * Redistributions in binary form must reproduce the above copyright
22 * notice, this list of conditions and the following disclaimer in the
23 * documentation and/or other materials provided with the distribution.
24 * * Neither the name of the OpenSimulator Project nor the
25 * names of its contributors may be used to endorse or promote products
26 * derived from this software without specific prior written permission.
27 *
28 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
29 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
30 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
31 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
32 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
33 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
34 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
35 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
37 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 */
39
40using System;
41using System.Collections.Generic;
42using System.Reflection;
43using System.Runtime.InteropServices;
44using log4net;
45using OpenMetaverse;
46using Ode.NET;
47using OpenSim.Framework;
48using OpenSim.Region.Physics.Manager;
49
50namespace OpenSim.Region.Physics.OdePlugin
51{
52 public class ODEDynamics
53 {
54 public Vehicle Type
55 {
56 get { return m_type; }
57 }
58
59 public IntPtr Body
60 {
61 get { return m_body; }
62 }
63
64 private int frcount = 0; // Used to limit dynamics debug output to
65 // every 100th frame
66
67 // private OdeScene m_parentScene = null;
68 private IntPtr m_body = IntPtr.Zero;
69 private IntPtr m_jointGroup = IntPtr.Zero;
70 private IntPtr m_aMotor = IntPtr.Zero;
71
72
73 // Vehicle properties
74 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
75 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
76 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
77 // HOVER_TERRAIN_ONLY
78 // HOVER_GLOBAL_HEIGHT
79 // NO_DEFLECTION_UP
80 // HOVER_WATER_ONLY
81 // HOVER_UP_ONLY
82 // LIMIT_MOTOR_UP
83 // LIMIT_ROLL_ONLY
84
85 // Linear properties
86 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
87 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
88 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
89 private Vector3 m_linearFrictionTimescale = Vector3.Zero;
90 private float m_linearMotorDecayTimescale = 0;
91 private float m_linearMotorTimescale = 0;
92 private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
93 // private bool m_LinearMotorSetLastFrame = false;
94 // private Vector3 m_linearMotorOffset = Vector3.Zero;
95
96 //Angular properties
97 private Vector3 m_angularMotorDirection = Vector3.Zero;
98 private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
99 private Vector3 m_angularFrictionTimescale = Vector3.Zero;
100 private float m_angularMotorDecayTimescale = 0;
101 private float m_angularMotorTimescale = 0;
102 private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
103
104 //Deflection properties
105 // private float m_angularDeflectionEfficiency = 0;
106 // private float m_angularDeflectionTimescale = 0;
107 // private float m_linearDeflectionEfficiency = 0;
108 // private float m_linearDeflectionTimescale = 0;
109
110 //Banking properties
111 // private float m_bankingEfficiency = 0;
112 // private float m_bankingMix = 0;
113 // private float m_bankingTimescale = 0;
114
115 //Hover and Buoyancy properties
116 private float m_VhoverHeight = 0f;
117 private float m_VhoverEfficiency = 0f;
118 private float m_VhoverTimescale = 0f;
119 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
120 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
121 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
122 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
123 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
124
125 //Attractor properties
126 private float m_verticalAttractionEfficiency = 0;
127 private float m_verticalAttractionTimescale = 0;
128
129
130
131
132
133 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
134 {
135 switch (pParam)
136 {
137 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
138 if (pValue < 0.01f) pValue = 0.01f;
139 // m_angularDeflectionEfficiency = pValue;
140 break;
141 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
142 if (pValue < 0.01f) pValue = 0.01f;
143 // m_angularDeflectionTimescale = pValue;
144 break;
145 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
146 if (pValue < 0.01f) pValue = 0.01f;
147 m_angularMotorDecayTimescale = pValue;
148 break;
149 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
150 if (pValue < 0.01f) pValue = 0.01f;
151 m_angularMotorTimescale = pValue;
152 break;
153 case Vehicle.BANKING_EFFICIENCY:
154 if (pValue < 0.01f) pValue = 0.01f;
155 // m_bankingEfficiency = pValue;
156 break;
157 case Vehicle.BANKING_MIX:
158 if (pValue < 0.01f) pValue = 0.01f;
159 // m_bankingMix = pValue;
160 break;
161 case Vehicle.BANKING_TIMESCALE:
162 if (pValue < 0.01f) pValue = 0.01f;
163 // m_bankingTimescale = pValue;
164 break;
165 case Vehicle.BUOYANCY:
166 if (pValue < -1f) pValue = -1f;
167 if (pValue > 1f) pValue = 1f;
168 m_VehicleBuoyancy = pValue;
169 break;
170 case Vehicle.HOVER_EFFICIENCY:
171 if (pValue < 0f) pValue = 0f;
172 if (pValue > 1f) pValue = 1f;
173 m_VhoverEfficiency = pValue;
174 break;
175 case Vehicle.HOVER_HEIGHT:
176 m_VhoverHeight = pValue;
177 break;
178 case Vehicle.HOVER_TIMESCALE:
179 if (pValue < 0.01f) pValue = 0.01f;
180 m_VhoverTimescale = pValue;
181 break;
182 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
183 if (pValue < 0.01f) pValue = 0.01f;
184 // m_linearDeflectionEfficiency = pValue;
185 break;
186 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
187 if (pValue < 0.01f) pValue = 0.01f;
188 // m_linearDeflectionTimescale = pValue;
189 break;
190 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
191 if (pValue < 0.01f) pValue = 0.01f;
192 m_linearMotorDecayTimescale = pValue;
193 break;
194 case Vehicle.LINEAR_MOTOR_TIMESCALE:
195 if (pValue < 0.01f) pValue = 0.01f;
196 m_linearMotorTimescale = pValue;
197 break;
198 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
199 if (pValue < 0.0f) pValue = 0.0f;
200 if (pValue > 1.0f) pValue = 1.0f;
201 m_verticalAttractionEfficiency = pValue;
202 break;
203 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
204 if (pValue < 0.01f) pValue = 0.01f;
205 m_verticalAttractionTimescale = pValue;
206 break;
207
208 // These are vector properties but the engine lets you use a single float value to
209 // set all of the components to the same value
210 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
211 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
212 break;
213 case Vehicle.ANGULAR_MOTOR_DIRECTION:
214 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
215 m_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
216 break;
217 case Vehicle.LINEAR_FRICTION_TIMESCALE:
218 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
219 break;
220 case Vehicle.LINEAR_MOTOR_DIRECTION:
221 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
222 m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
223 break;
224 case Vehicle.LINEAR_MOTOR_OFFSET:
225 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
226 break;
227
228 }
229
230 }//end ProcessFloatVehicleParam
231
232 internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
233 {
234 switch (pParam)
235 {
236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
237 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
238 break;
239 case Vehicle.ANGULAR_MOTOR_DIRECTION:
240 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
241 m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
242 break;
243 case Vehicle.LINEAR_FRICTION_TIMESCALE:
244 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
245 break;
246 case Vehicle.LINEAR_MOTOR_DIRECTION:
247 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
248 m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
249 break;
250 case Vehicle.LINEAR_MOTOR_OFFSET:
251 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
252 break;
253 }
254
255 }//end ProcessVectorVehicleParam
256
257 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
258 {
259 switch (pParam)
260 {
261 case Vehicle.REFERENCE_FRAME:
262 // m_referenceFrame = pValue;
263 break;
264 }
265
266 }//end ProcessRotationVehicleParam
267
268 internal void ProcessTypeChange(Vehicle pType)
269 {
270Console.WriteLine("ProcessTypeChange to " + pType);
271
272 // Set Defaults For Type
273 m_type = pType;
274 switch (pType)
275 {
276 case Vehicle.TYPE_SLED:
277 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
278 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
279 m_linearMotorDirection = Vector3.Zero;
280 m_linearMotorTimescale = 1000;
281 m_linearMotorDecayTimescale = 120;
282 m_angularMotorDirection = Vector3.Zero;
283 m_angularMotorTimescale = 1000;
284 m_angularMotorDecayTimescale = 120;
285 m_VhoverHeight = 0;
286 m_VhoverEfficiency = 1;
287 m_VhoverTimescale = 10;
288 m_VehicleBuoyancy = 0;
289 // m_linearDeflectionEfficiency = 1;
290 // m_linearDeflectionTimescale = 1;
291 // m_angularDeflectionEfficiency = 1;
292 // m_angularDeflectionTimescale = 1000;
293 // m_bankingEfficiency = 0;
294 // m_bankingMix = 1;
295 // m_bankingTimescale = 10;
296 // m_referenceFrame = Quaternion.Identity;
297 m_flags &=
298 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
299 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
300 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
301 break;
302 case Vehicle.TYPE_CAR:
303 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
304 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
305 m_linearMotorDirection = Vector3.Zero;
306 m_linearMotorTimescale = 1;
307 m_linearMotorDecayTimescale = 60;
308 m_angularMotorDirection = Vector3.Zero;
309 m_angularMotorTimescale = 1;
310 m_angularMotorDecayTimescale = 0.8f;
311 m_VhoverHeight = 0;
312 m_VhoverEfficiency = 0;
313 m_VhoverTimescale = 1000;
314 m_VehicleBuoyancy = 0;
315 // // m_linearDeflectionEfficiency = 1;
316 // // m_linearDeflectionTimescale = 2;
317 // // m_angularDeflectionEfficiency = 0;
318 // m_angularDeflectionTimescale = 10;
319 m_verticalAttractionEfficiency = 1;
320 m_verticalAttractionTimescale = 10;
321 // m_bankingEfficiency = -0.2f;
322 // m_bankingMix = 1;
323 // m_bankingTimescale = 1;
324 // m_referenceFrame = Quaternion.Identity;
325 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
326 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
327 VehicleFlag.LIMIT_MOTOR_UP);
328 break;
329 case Vehicle.TYPE_BOAT:
330 m_linearFrictionTimescale = new Vector3(10, 3, 2);
331 m_angularFrictionTimescale = new Vector3(10,10,10);
332 m_linearMotorDirection = Vector3.Zero;
333 m_linearMotorTimescale = 5;
334 m_linearMotorDecayTimescale = 60;
335 m_angularMotorDirection = Vector3.Zero;
336 m_angularMotorTimescale = 4;
337 m_angularMotorDecayTimescale = 4;
338 m_VhoverHeight = 0;
339 m_VhoverEfficiency = 0.5f;
340 m_VhoverTimescale = 2;
341 m_VehicleBuoyancy = 1;
342 // m_linearDeflectionEfficiency = 0.5f;
343 // m_linearDeflectionTimescale = 3;
344 // m_angularDeflectionEfficiency = 0.5f;
345 // m_angularDeflectionTimescale = 5;
346 m_verticalAttractionEfficiency = 0.5f;
347 m_verticalAttractionTimescale = 5;
348 // m_bankingEfficiency = -0.3f;
349 // m_bankingMix = 0.8f;
350 // m_bankingTimescale = 1;
351 // m_referenceFrame = Quaternion.Identity;
352 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
353 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
354 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
355 VehicleFlag.LIMIT_MOTOR_UP);
356 break;
357 case Vehicle.TYPE_AIRPLANE:
358 m_linearFrictionTimescale = new Vector3(200, 10, 5);
359 m_angularFrictionTimescale = new Vector3(20, 20, 20);
360 m_linearMotorDirection = Vector3.Zero;
361 m_linearMotorTimescale = 2;
362 m_linearMotorDecayTimescale = 60;
363 m_angularMotorDirection = Vector3.Zero;
364 m_angularMotorTimescale = 4;
365 m_angularMotorDecayTimescale = 4;
366 m_VhoverHeight = 0;
367 m_VhoverEfficiency = 0.5f;
368 m_VhoverTimescale = 1000;
369 m_VehicleBuoyancy = 0;
370 // m_linearDeflectionEfficiency = 0.5f;
371 // m_linearDeflectionTimescale = 3;
372 // m_angularDeflectionEfficiency = 1;
373 // m_angularDeflectionTimescale = 2;
374 m_verticalAttractionEfficiency = 0.9f;
375 m_verticalAttractionTimescale = 2;
376 // m_bankingEfficiency = 1;
377 // m_bankingMix = 0.7f;
378 // m_bankingTimescale = 2;
379 // m_referenceFrame = Quaternion.Identity;
380 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
381 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
382 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
383 break;
384 case Vehicle.TYPE_BALLOON:
385 m_linearFrictionTimescale = new Vector3(5, 5, 5);
386 m_angularFrictionTimescale = new Vector3(10, 10, 10);
387 m_linearMotorDirection = Vector3.Zero;
388 m_linearMotorTimescale = 5;
389 m_linearMotorDecayTimescale = 60;
390 m_angularMotorDirection = Vector3.Zero;
391 m_angularMotorTimescale = 6;
392 m_angularMotorDecayTimescale = 10;
393 m_VhoverHeight = 5;
394 m_VhoverEfficiency = 0.8f;
395 m_VhoverTimescale = 10;
396 m_VehicleBuoyancy = 1;
397 // m_linearDeflectionEfficiency = 0;
398 // m_linearDeflectionTimescale = 5;
399 // m_angularDeflectionEfficiency = 0;
400 // m_angularDeflectionTimescale = 5;
401 m_verticalAttractionEfficiency = 1;
402 m_verticalAttractionTimescale = 1000;
403 // m_bankingEfficiency = 0;
404 // m_bankingMix = 0.7f;
405 // m_bankingTimescale = 5;
406 // m_referenceFrame = Quaternion.Identity;
407 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
408 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
409 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
410 break;
411
412 }
413 }//end SetDefaultsForType
414
415 internal void Enable(IntPtr pBody, OdeScene pParentScene)
416 {
417//Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
418 if (m_type == Vehicle.TYPE_NONE)
419 return;
420
421 m_body = pBody;
422 //KF: This used to set up the linear and angular joints
423 }
424
425 internal void Step(float pTimestep, OdeScene pParentScene)
426 {
427 if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
428 return;
429 frcount++; // used to limit debug comment output
430 if (frcount > 100)
431 frcount = 0;
432
433 MoveLinear(pTimestep, pParentScene);
434 MoveAngular(pTimestep);
435 }// end Step
436
437 private void MoveLinear(float pTimestep, OdeScene _pParentScene)
438 {
439 if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
440 {
441 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
442
443 // add drive to body
444 Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
445 m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
446
447 // This will work temporarily, but we really need to compare speed on an axis
448 // KF: Limit body velocity to applied velocity?
449 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
450 m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
451 if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
452 m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
453 if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
454 m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
455
456 // decay applied velocity
457 Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
458 //Console.WriteLine("decay: " + decayfraction);
459 m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
460 //Console.WriteLine("actual: " + m_linearMotorDirection);
461 }
462 else
463 { // requested is not significant
464 // if what remains of applied is small, zero it.
465 if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
466 m_lastLinearVelocityVector = Vector3.Zero;
467 }
468
469
470 // convert requested object velocity to world-referenced vector
471 m_dir = m_lastLinearVelocityVector;
472 d.Quaternion rot = d.BodyGetQuaternion(Body);
473 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
474 m_dir *= rotq; // apply obj rotation to velocity vector
475
476 // add Gravity andBuoyancy
477 // KF: So far I have found no good method to combine a script-requested
478 // .Z velocity and gravity. Therefore only 0g will used script-requested
479 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
480 Vector3 grav = Vector3.Zero;
481 if(m_VehicleBuoyancy < 1.0f)
482 {
483 // There is some gravity, make a gravity force vector
484 // that is applied after object velocity.
485 d.Mass objMass;
486 d.BodyGetMass(Body, out objMass);
487 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
488 grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
489 // Preserve the current Z velocity
490 d.Vector3 vel_now = d.BodyGetLinearVel(Body);
491 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
492 } // else its 1.0, no gravity.
493
494 // Check if hovering
495 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
496 {
497 // We should hover, get the target height
498 d.Vector3 pos = d.BodyGetPosition(Body);
499 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
500 {
501 m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
502 }
503 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
504 {
505 m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
506 }
507 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
508 {
509 m_VhoverTargetHeight = m_VhoverHeight;
510 }
511
512 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
513 {
514 // If body is aready heigher, use its height as target height
515 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
516 }
517
518// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
519// m_VhoverTimescale = 0f; // time to acheive height
520// pTimestep is time since last frame,in secs
521 float herr0 = pos.Z - m_VhoverTargetHeight;
522//if(frcount == 0) Console.WriteLine("herr0=" + herr0);
523 // Replace Vertical speed with correction figure if significant
524 if(Math.Abs(herr0) > 0.01f )
525 {
526 d.Mass objMass;
527 d.BodyGetMass(Body, out objMass);
528 m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
529 // m_VhoverEfficiency is not yet implemented
530 }
531 else
532 {
533 m_dir.Z = 0f;
534 }
535 }
536
537 // Apply velocity
538 d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
539//if(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
540 // apply gravity force
541 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
542//if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
543
544
545 // apply friction
546 Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
547 m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
548 } // end MoveLinear()
549
550 private void MoveAngular(float pTimestep)
551 {
552
553 // m_angularMotorDirection is the latest value from the script, and is decayed here
554 // m_angularMotorDirectionLASTSET is the latest value from the script
555 // m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
556
557 if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
558 {
559 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
560 // ramp up to new value
561 Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
562 m_lastAngularVelocityVector += (addAmount * 10f);
563//if(frcount == 0) Console.WriteLine("add: " + addAmount);
564
565 // limit applied value to what was set by script
566 // This will work temporarily, but we really need to compare speed on an axis
567 if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
568 m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
569 if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y))
570 m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
571 if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
572 m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
573
574 // decay the requested value
575 Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
576 //Console.WriteLine("decay: " + decayfraction);
577 m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
578 //Console.WriteLine("actual: " + m_linearMotorDirection);
579 }
580 // KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
581
582 // Vertical attractor section
583
584// d.Mass objMass;
585// d.BodyGetMass(Body, out objMass);
586// float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
587 float servo = 0.1f * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
588 // get present body rotation
589 d.Quaternion rot = d.BodyGetQuaternion(Body);
590 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
591 // make a vector pointing up
592 Vector3 verterr = Vector3.Zero;
593 verterr.Z = 1.0f;
594 // rotate it to Body Angle
595 verterr = verterr * rotq;
596 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
597 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
598 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
599 if (verterr.Z < 0.0f)
600 {
601 verterr.X = 2.0f - verterr.X;
602 verterr.Y = 2.0f - verterr.Y;
603 }
604 // Error is 0 (no error) to +/- 2 (max error)
605 // scale it by servo
606 verterr = verterr * servo;
607
608 // rotate to object frame
609 // verterr = verterr * rotq;
610
611 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
612 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
613 m_lastAngularVelocityVector.X += verterr.Y;
614 m_lastAngularVelocityVector.Y -= verterr.X;
615/*
616if(frcount == 0)
617 {
618// Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
619 Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
620 Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
621 }
622 */
623 d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
624 // apply friction
625 Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
626 m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
627
628 } //end MoveAngular
629 }
630}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..78b15be
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs
@@ -0,0 +1,673 @@
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 * 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 *
39 */
40
41/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
42 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
43 * ODEPrim.cs contains methods dealing with Prim editing, Prim
44 * characteristics and Kinetic motion.
45 * ODEDynamics.cs contains methods dealing with Prim Physical motion
46 * (dynamics) and the associated settings. Old Linear and angular
47 * motors for dynamic motion have been replace with MoveLinear()
48 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
49 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
50 * switch between 'VEHICLE' parameter use and general dynamics
51 * settings use.
52 */
53
54using System;
55using System.Collections.Generic;
56using System.Reflection;
57using System.Runtime.InteropServices;
58using log4net;
59using OpenMetaverse;
60using Ode.NET;
61using OpenSim.Framework;
62using OpenSim.Region.Physics.Manager;
63
64namespace OpenSim.Region.Physics.OdePlugin
65{
66 public class ODEDynamics
67 {
68 public Vehicle Type
69 {
70 get { return m_type; }
71 }
72
73 public IntPtr Body
74 {
75 get { return m_body; }
76 }
77
78 private int frcount = 0; // Used to limit dynamics debug output to
79 // every 100th frame
80
81 // private OdeScene m_parentScene = null;
82 private IntPtr m_body = IntPtr.Zero;
83// private IntPtr m_jointGroup = IntPtr.Zero;
84// private IntPtr m_aMotor = IntPtr.Zero;
85
86
87 // Vehicle properties
88 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
89 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
90 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
91 // HOVER_TERRAIN_ONLY
92 // HOVER_GLOBAL_HEIGHT
93 // NO_DEFLECTION_UP
94 // HOVER_WATER_ONLY
95 // HOVER_UP_ONLY
96 // LIMIT_MOTOR_UP
97 // LIMIT_ROLL_ONLY
98
99 // Linear properties
100 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
101 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
102 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
103 private Vector3 m_linearFrictionTimescale = Vector3.Zero;
104 private float m_linearMotorDecayTimescale = 0;
105 private float m_linearMotorTimescale = 0;
106 private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
107 // private bool m_LinearMotorSetLastFrame = false;
108 // private Vector3 m_linearMotorOffset = Vector3.Zero;
109
110 //Angular properties
111 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
112 private int m_angularMotorApply = 0; // application frame counter
113 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
114 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
115 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
116 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
117 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
118 // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
119
120 //Deflection properties
121 // private float m_angularDeflectionEfficiency = 0;
122 // private float m_angularDeflectionTimescale = 0;
123 // private float m_linearDeflectionEfficiency = 0;
124 // private float m_linearDeflectionTimescale = 0;
125
126 //Banking properties
127 // private float m_bankingEfficiency = 0;
128 // private float m_bankingMix = 0;
129 // private float m_bankingTimescale = 0;
130
131 //Hover and Buoyancy properties
132 private float m_VhoverHeight = 0f;
133// private float m_VhoverEfficiency = 0f;
134 private float m_VhoverTimescale = 0f;
135 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
136 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
137 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
138 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
139 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
140
141 //Attractor properties
142 private float m_verticalAttractionEfficiency = 1.0f; // damped
143 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
144
145
146
147
148
149 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
150 {
151 switch (pParam)
152 {
153 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
154 if (pValue < 0.01f) pValue = 0.01f;
155 // m_angularDeflectionEfficiency = pValue;
156 break;
157 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
158 if (pValue < 0.01f) pValue = 0.01f;
159 // m_angularDeflectionTimescale = pValue;
160 break;
161 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
162 if (pValue < 0.01f) pValue = 0.01f;
163 m_angularMotorDecayTimescale = pValue;
164 break;
165 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
166 if (pValue < 0.01f) pValue = 0.01f;
167 m_angularMotorTimescale = pValue;
168 break;
169 case Vehicle.BANKING_EFFICIENCY:
170 if (pValue < 0.01f) pValue = 0.01f;
171 // m_bankingEfficiency = pValue;
172 break;
173 case Vehicle.BANKING_MIX:
174 if (pValue < 0.01f) pValue = 0.01f;
175 // m_bankingMix = pValue;
176 break;
177 case Vehicle.BANKING_TIMESCALE:
178 if (pValue < 0.01f) pValue = 0.01f;
179 // m_bankingTimescale = pValue;
180 break;
181 case Vehicle.BUOYANCY:
182 if (pValue < -1f) pValue = -1f;
183 if (pValue > 1f) pValue = 1f;
184 m_VehicleBuoyancy = pValue;
185 break;
186// case Vehicle.HOVER_EFFICIENCY:
187// if (pValue < 0f) pValue = 0f;
188// if (pValue > 1f) pValue = 1f;
189// m_VhoverEfficiency = pValue;
190// break;
191 case Vehicle.HOVER_HEIGHT:
192 m_VhoverHeight = pValue;
193 break;
194 case Vehicle.HOVER_TIMESCALE:
195 if (pValue < 0.01f) pValue = 0.01f;
196 m_VhoverTimescale = pValue;
197 break;
198 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
199 if (pValue < 0.01f) pValue = 0.01f;
200 // m_linearDeflectionEfficiency = pValue;
201 break;
202 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
203 if (pValue < 0.01f) pValue = 0.01f;
204 // m_linearDeflectionTimescale = pValue;
205 break;
206 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
207 if (pValue < 0.01f) pValue = 0.01f;
208 m_linearMotorDecayTimescale = pValue;
209 break;
210 case Vehicle.LINEAR_MOTOR_TIMESCALE:
211 if (pValue < 0.01f) pValue = 0.01f;
212 m_linearMotorTimescale = pValue;
213 break;
214 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
215 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
216 if (pValue > 1.0f) pValue = 1.0f;
217 m_verticalAttractionEfficiency = pValue;
218 break;
219 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
220 if (pValue < 0.01f) pValue = 0.01f;
221 m_verticalAttractionTimescale = pValue;
222 break;
223
224 // These are vector properties but the engine lets you use a single float value to
225 // set all of the components to the same value
226 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
227 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
228 break;
229 case Vehicle.ANGULAR_MOTOR_DIRECTION:
230 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
231 m_angularMotorApply = 10;
232 break;
233 case Vehicle.LINEAR_FRICTION_TIMESCALE:
234 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
235 break;
236 case Vehicle.LINEAR_MOTOR_DIRECTION:
237 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
238 m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
239 break;
240 case Vehicle.LINEAR_MOTOR_OFFSET:
241 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
242 break;
243
244 }
245
246 }//end ProcessFloatVehicleParam
247
248 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
249 {
250 switch (pParam)
251 {
252 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
253 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
254 break;
255 case Vehicle.ANGULAR_MOTOR_DIRECTION:
256 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
257 // Limit requested angular speed to 2 rps= 4 pi rads/sec
258 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
259 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
260 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
261 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
262 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
263 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
264 m_angularMotorApply = 10;
265 break;
266 case Vehicle.LINEAR_FRICTION_TIMESCALE:
267 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
268 break;
269 case Vehicle.LINEAR_MOTOR_DIRECTION:
270 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
271 m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
272 break;
273 case Vehicle.LINEAR_MOTOR_OFFSET:
274 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
275 break;
276 }
277
278 }//end ProcessVectorVehicleParam
279
280 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
281 {
282 switch (pParam)
283 {
284 case Vehicle.REFERENCE_FRAME:
285 // m_referenceFrame = pValue;
286 break;
287 }
288
289 }//end ProcessRotationVehicleParam
290
291 internal void ProcessTypeChange(Vehicle pType)
292 {
293 // Set Defaults For Type
294 m_type = pType;
295 switch (pType)
296 {
297 case Vehicle.TYPE_SLED:
298 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
299 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
300 m_linearMotorDirection = Vector3.Zero;
301 m_linearMotorTimescale = 1000;
302 m_linearMotorDecayTimescale = 120;
303 m_angularMotorDirection = Vector3.Zero;
304 m_angularMotorTimescale = 1000;
305 m_angularMotorDecayTimescale = 120;
306 m_VhoverHeight = 0;
307// m_VhoverEfficiency = 1;
308 m_VhoverTimescale = 10;
309 m_VehicleBuoyancy = 0;
310 // m_linearDeflectionEfficiency = 1;
311 // m_linearDeflectionTimescale = 1;
312 // m_angularDeflectionEfficiency = 1;
313 // m_angularDeflectionTimescale = 1000;
314 // m_bankingEfficiency = 0;
315 // m_bankingMix = 1;
316 // m_bankingTimescale = 10;
317 // m_referenceFrame = Quaternion.Identity;
318 m_flags &=
319 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
320 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
321 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
322 break;
323 case Vehicle.TYPE_CAR:
324 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
325 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
326 m_linearMotorDirection = Vector3.Zero;
327 m_linearMotorTimescale = 1;
328 m_linearMotorDecayTimescale = 60;
329 m_angularMotorDirection = Vector3.Zero;
330 m_angularMotorTimescale = 1;
331 m_angularMotorDecayTimescale = 0.8f;
332 m_VhoverHeight = 0;
333// m_VhoverEfficiency = 0;
334 m_VhoverTimescale = 1000;
335 m_VehicleBuoyancy = 0;
336 // // m_linearDeflectionEfficiency = 1;
337 // // m_linearDeflectionTimescale = 2;
338 // // m_angularDeflectionEfficiency = 0;
339 // m_angularDeflectionTimescale = 10;
340 m_verticalAttractionEfficiency = 1f;
341 m_verticalAttractionTimescale = 10f;
342 // m_bankingEfficiency = -0.2f;
343 // m_bankingMix = 1;
344 // m_bankingTimescale = 1;
345 // m_referenceFrame = Quaternion.Identity;
346 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
347 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
348 VehicleFlag.LIMIT_MOTOR_UP);
349 break;
350 case Vehicle.TYPE_BOAT:
351 m_linearFrictionTimescale = new Vector3(10, 3, 2);
352 m_angularFrictionTimescale = new Vector3(10,10,10);
353 m_linearMotorDirection = Vector3.Zero;
354 m_linearMotorTimescale = 5;
355 m_linearMotorDecayTimescale = 60;
356 m_angularMotorDirection = Vector3.Zero;
357 m_angularMotorTimescale = 4;
358 m_angularMotorDecayTimescale = 4;
359 m_VhoverHeight = 0;
360// m_VhoverEfficiency = 0.5f;
361 m_VhoverTimescale = 2;
362 m_VehicleBuoyancy = 1;
363 // m_linearDeflectionEfficiency = 0.5f;
364 // m_linearDeflectionTimescale = 3;
365 // m_angularDeflectionEfficiency = 0.5f;
366 // m_angularDeflectionTimescale = 5;
367 m_verticalAttractionEfficiency = 0.5f;
368 m_verticalAttractionTimescale = 5f;
369 // m_bankingEfficiency = -0.3f;
370 // m_bankingMix = 0.8f;
371 // m_bankingTimescale = 1;
372 // m_referenceFrame = Quaternion.Identity;
373 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
374 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
375 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
376 VehicleFlag.LIMIT_MOTOR_UP);
377 break;
378 case Vehicle.TYPE_AIRPLANE:
379 m_linearFrictionTimescale = new Vector3(200, 10, 5);
380 m_angularFrictionTimescale = new Vector3(20, 20, 20);
381 m_linearMotorDirection = Vector3.Zero;
382 m_linearMotorTimescale = 2;
383 m_linearMotorDecayTimescale = 60;
384 m_angularMotorDirection = Vector3.Zero;
385 m_angularMotorTimescale = 4;
386 m_angularMotorDecayTimescale = 4;
387 m_VhoverHeight = 0;
388// m_VhoverEfficiency = 0.5f;
389 m_VhoverTimescale = 1000;
390 m_VehicleBuoyancy = 0;
391 // m_linearDeflectionEfficiency = 0.5f;
392 // m_linearDeflectionTimescale = 3;
393 // m_angularDeflectionEfficiency = 1;
394 // m_angularDeflectionTimescale = 2;
395 m_verticalAttractionEfficiency = 0.9f;
396 m_verticalAttractionTimescale = 2f;
397 // m_bankingEfficiency = 1;
398 // m_bankingMix = 0.7f;
399 // m_bankingTimescale = 2;
400 // m_referenceFrame = Quaternion.Identity;
401 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
402 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
403 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
404 break;
405 case Vehicle.TYPE_BALLOON:
406 m_linearFrictionTimescale = new Vector3(5, 5, 5);
407 m_angularFrictionTimescale = new Vector3(10, 10, 10);
408 m_linearMotorDirection = Vector3.Zero;
409 m_linearMotorTimescale = 5;
410 m_linearMotorDecayTimescale = 60;
411 m_angularMotorDirection = Vector3.Zero;
412 m_angularMotorTimescale = 6;
413 m_angularMotorDecayTimescale = 10;
414 m_VhoverHeight = 5;
415// m_VhoverEfficiency = 0.8f;
416 m_VhoverTimescale = 10;
417 m_VehicleBuoyancy = 1;
418 // m_linearDeflectionEfficiency = 0;
419 // m_linearDeflectionTimescale = 5;
420 // m_angularDeflectionEfficiency = 0;
421 // m_angularDeflectionTimescale = 5;
422 m_verticalAttractionEfficiency = 1f;
423 m_verticalAttractionTimescale = 100f;
424 // m_bankingEfficiency = 0;
425 // m_bankingMix = 0.7f;
426 // m_bankingTimescale = 5;
427 // m_referenceFrame = Quaternion.Identity;
428 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
429 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
430 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
431 break;
432
433 }
434 }//end SetDefaultsForType
435
436 internal void Enable(IntPtr pBody, OdeScene pParentScene)
437 {
438 if (m_type == Vehicle.TYPE_NONE)
439 return;
440
441 m_body = pBody;
442 }
443
444 internal void Step(float pTimestep, OdeScene pParentScene)
445 {
446 if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
447 return;
448 frcount++; // used to limit debug comment output
449 if (frcount > 100)
450 frcount = 0;
451
452 MoveLinear(pTimestep, pParentScene);
453 MoveAngular(pTimestep);
454 }// end Step
455
456 private void MoveLinear(float pTimestep, OdeScene _pParentScene)
457 {
458 if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
459 {
460 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
461
462 // add drive to body
463 Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
464 m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
465
466 // This will work temporarily, but we really need to compare speed on an axis
467 // KF: Limit body velocity to applied velocity?
468 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
469 m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
470 if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
471 m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
472 if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
473 m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
474
475 // decay applied velocity
476 Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
477 //Console.WriteLine("decay: " + decayfraction);
478 m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
479 //Console.WriteLine("actual: " + m_linearMotorDirection);
480 }
481 else
482 { // requested is not significant
483 // if what remains of applied is small, zero it.
484 if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
485 m_lastLinearVelocityVector = Vector3.Zero;
486 }
487
488
489 // convert requested object velocity to world-referenced vector
490 m_dir = m_lastLinearVelocityVector;
491 d.Quaternion rot = d.BodyGetQuaternion(Body);
492 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
493 m_dir *= rotq; // apply obj rotation to velocity vector
494
495 // add Gravity and Buoyancy
496 // KF: So far I have found no good method to combine a script-requested
497 // .Z velocity and gravity. Therefore only 0g will used script-requested
498 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
499 Vector3 grav = Vector3.Zero;
500 if(m_VehicleBuoyancy < 1.0f)
501 {
502 // There is some gravity, make a gravity force vector
503 // that is applied after object velocity.
504 d.Mass objMass;
505 d.BodyGetMass(Body, out objMass);
506 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
507 grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
508 // Preserve the current Z velocity
509 d.Vector3 vel_now = d.BodyGetLinearVel(Body);
510 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
511 } // else its 1.0, no gravity.
512
513 // Check if hovering
514 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
515 {
516 // We should hover, get the target height
517 d.Vector3 pos = d.BodyGetPosition(Body);
518 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
519 {
520 m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
521 }
522 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
523 {
524 m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
525 }
526 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
527 {
528 m_VhoverTargetHeight = m_VhoverHeight;
529 }
530
531 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
532 {
533 // If body is aready heigher, use its height as target height
534 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
535 }
536
537// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
538// m_VhoverTimescale = 0f; // time to acheive height
539// pTimestep is time since last frame,in secs
540 float herr0 = pos.Z - m_VhoverTargetHeight;
541 // Replace Vertical speed with correction figure if significant
542 if(Math.Abs(herr0) > 0.01f )
543 {
544 d.Mass objMass;
545 d.BodyGetMass(Body, out objMass);
546 m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
547 //KF: m_VhoverEfficiency is not yet implemented
548 }
549 else
550 {
551 m_dir.Z = 0f;
552 }
553 }
554
555 // Apply velocity
556 d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
557 // apply gravity force
558 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
559
560
561 // apply friction
562 Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
563 m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
564 } // end MoveLinear()
565
566 private void MoveAngular(float pTimestep)
567 {
568 /*
569 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
570 private int m_angularMotorApply = 0; // application frame counter
571 private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
572 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
573 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
574 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
575 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
576 */
577//if(frcount == 0) Console.WriteLine("MoveAngular ");
578
579 // Get what the body is doing, this includes 'external' influences
580 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
581 // Vector3 angularVelocity = Vector3.Zero;
582
583 if (m_angularMotorApply > 0)
584 {
585 // ramp up to new value
586 // current velocity += error / ( time to get there / step interval )
587 // requested speed - last motor speed
588 m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
589 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
590 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
591
592 m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
593 // velocity may still be acheived.
594 }
595 else
596 {
597 // no motor recently applied, keep the body velocity
598 /* m_angularMotorVelocity.X = angularVelocity.X;
599 m_angularMotorVelocity.Y = angularVelocity.Y;
600 m_angularMotorVelocity.Z = angularVelocity.Z; */
601
602 // and decay the velocity
603 m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
604 } // end motor section
605
606
607 // Vertical attractor section
608 Vector3 vertattr = Vector3.Zero;
609
610 if(m_verticalAttractionTimescale < 300)
611 {
612 float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
613 // get present body rotation
614 d.Quaternion rot = d.BodyGetQuaternion(Body);
615 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
616 // make a vector pointing up
617 Vector3 verterr = Vector3.Zero;
618 verterr.Z = 1.0f;
619 // rotate it to Body Angle
620 verterr = verterr * rotq;
621 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
622 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
623 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
624 if (verterr.Z < 0.0f)
625 {
626 verterr.X = 2.0f - verterr.X;
627 verterr.Y = 2.0f - verterr.Y;
628 }
629 // Error is 0 (no error) to +/- 2 (max error)
630 // scale it by VAservo
631 verterr = verterr * VAservo;
632//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
633
634 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
635 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
636 vertattr.X = verterr.Y;
637 vertattr.Y = - verterr.X;
638 vertattr.Z = 0f;
639
640 // scaling appears better usingsquare-law
641 float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
642 vertattr.X += bounce * angularVelocity.X;
643 vertattr.Y += bounce * angularVelocity.Y;
644
645 } // else vertical attractor is off
646
647 // m_lastVertAttractor = vertattr;
648
649 // Bank section tba
650 // Deflection section tba
651
652 // Sum velocities
653 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection
654
655 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
656 {
657 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
658 }
659 else
660 {
661 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
662 }
663
664 // apply friction
665 Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
666 m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
667
668 // Apply to the body
669 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
670
671 } //end MoveAngular
672 }
673}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..983431d
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3271 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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
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.
36 */
37
38/*
39 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
40 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
41 * ODEPrim.cs contains methods dealing with Prim editing, Prim
42 * characteristics and Kinetic motion.
43 * ODEDynamics.cs contains methods dealing with Prim Physical motion
44 * (dynamics) and the associated settings. Old Linear and angular
45 * motors for dynamic motion have been replace with MoveLinear()
46 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
47 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
48 * switch between 'VEHICLE' parameter use and general dynamics
49 * settings use.
50 */
51using System;
52using System.Collections.Generic;
53using System.Reflection;
54using System.Runtime.InteropServices;
55using System.Threading;
56using log4net;
57using OpenMetaverse;
58using Ode.NET;
59using OpenSim.Framework;
60using OpenSim.Region.Physics.Manager;
61
62namespace OpenSim.Region.Physics.OdePlugin
63{
64 /// <summary>
65 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
66 /// </summary>
67
68 public class OdePrim : PhysicsActor
69 {
70 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
71
72 private Vector3 _position;
73 private Vector3 _velocity;
74 private Vector3 _torque;
75 private Vector3 m_lastVelocity;
76 private Vector3 m_lastposition;
77 private Quaternion m_lastorientation = new Quaternion();
78 private Vector3 m_rotationalVelocity;
79 private Vector3 _size;
80 private Vector3 _acceleration;
81 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
82 private Quaternion _orientation;
83 private Vector3 m_taintposition;
84 private Vector3 m_taintsize;
85 private Vector3 m_taintVelocity;
86 private Vector3 m_taintTorque;
87 private Quaternion m_taintrot;
88 private Vector3 m_angularlock = Vector3.One;
89 private Vector3 m_taintAngularLock = Vector3.One;
90 private IntPtr Amotor = IntPtr.Zero;
91
92 private Vector3 m_PIDTarget;
93 private float m_PIDTau;
94 private float PID_D = 35f;
95 private float PID_G = 25f;
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;
102
103 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
104 // and are for non-VEHICLES only.
105
106 private float m_PIDHoverHeight;
107 private float m_PIDHoverTau;
108 private bool m_useHoverPID;
109 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
110 private float m_targetHoverHeight;
111 private float m_groundHeight;
112 private float m_waterHeight;
113 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
114
115 // private float m_tensor = 5f;
116 private int body_autodisable_frames = 20;
117
118
119 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
120 | CollisionCategories.Space
121 | CollisionCategories.Body
122 | CollisionCategories.Character
123 );
124 private bool m_taintshape;
125 private bool m_taintPhysics;
126 private bool m_collidesLand = true;
127 private bool m_collidesWater;
128 public bool m_returnCollisions;
129
130 // Default we're a Geometry
131 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
132
133 // Default, Collide with Other Geometries, spaces and Bodies
134 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
135
136 public bool m_taintremove;
137 public bool m_taintdisable;
138 public bool m_disabled;
139 public bool m_taintadd;
140 public bool m_taintselected;
141 public bool m_taintCollidesWater;
142
143 public uint m_localID;
144
145 //public GCHandle gc;
146 private CollisionLocker ode;
147
148 private bool m_taintforce = false;
149 private bool m_taintaddangularforce = false;
150 private Vector3 m_force;
151 private List<Vector3> m_forcelist = new List<Vector3>();
152 private List<Vector3> m_angularforcelist = new List<Vector3>();
153
154 private IMesh _mesh;
155 private PrimitiveBaseShape _pbs;
156 private OdeScene _parent_scene;
157 public IntPtr m_targetSpace = IntPtr.Zero;
158 public IntPtr prim_geom;
159 public IntPtr prev_geom;
160 public IntPtr _triMeshData;
161
162 private IntPtr _linkJointGroup = IntPtr.Zero;
163 private PhysicsActor _parent;
164 private PhysicsActor m_taintparent;
165
166 private List<OdePrim> childrenPrim = new List<OdePrim>();
167
168 private bool iscolliding;
169 private bool m_isphysical;
170 private bool m_isSelected;
171
172 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
173
174 private bool m_throttleUpdates;
175 private int throttleCounter;
176 public int m_interpenetrationcount;
177 public float m_collisionscore;
178 public int m_roundsUnderMotionThreshold;
179 private int m_crossingfailures;
180
181 public bool outofBounds;
182 private float m_density = 10.000006836f; // Aluminum g/cm3;
183
184 public bool _zeroFlag;
185 private bool m_lastUpdateSent;
186
187 public IntPtr Body = IntPtr.Zero;
188 public String m_primName;
189 private Vector3 _target_velocity;
190 public d.Mass pMass;
191
192 public int m_eventsubscription;
193 private CollisionEventUpdate CollisionEventsThisFrame;
194
195 private IntPtr m_linkJoint = IntPtr.Zero;
196
197 public volatile bool childPrim;
198
199 private ODEDynamics m_vehicle;
200
201 internal int m_material = (int)Material.Wood;
202
203 private int frcount = 0; // Used to limit dynamics debug output to
204
205
206 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
207 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
208 {
209 m_vehicle = new ODEDynamics();
210 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
211 ode = dode;
212 if (!pos.IsFinite())
213 {
214 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
215 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
216 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
217 }
218 _position = pos;
219 m_taintposition = pos;
220 PID_D = parent_scene.bodyPIDD;
221 PID_G = parent_scene.bodyPIDG;
222 m_density = parent_scene.geomDefaultDensity;
223 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
224 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
225
226
227 prim_geom = IntPtr.Zero;
228 prev_geom = IntPtr.Zero;
229
230 if (!pos.IsFinite())
231 {
232 size = new Vector3(0.5f, 0.5f, 0.5f);
233 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
234 }
235
236 if (size.X <= 0) size.X = 0.01f;
237 if (size.Y <= 0) size.Y = 0.01f;
238 if (size.Z <= 0) size.Z = 0.01f;
239
240 _size = size;
241 m_taintsize = _size;
242
243 if (!QuaternionIsFinite(rotation))
244 {
245 rotation = Quaternion.Identity;
246 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
247 }
248
249 _orientation = rotation;
250 m_taintrot = _orientation;
251 _mesh = mesh;
252 _pbs = pbs;
253
254 _parent_scene = parent_scene;
255 m_targetSpace = (IntPtr)0;
256
257 if (pos.Z < 0)
258 m_isphysical = false;
259 else
260 {
261 m_isphysical = pisPhysical;
262 // If we're physical, we need to be in the master space for now.
263 // linksets *should* be in a space together.. but are not currently
264 if (m_isphysical)
265 m_targetSpace = _parent_scene.space;
266 }
267 m_primName = primName;
268 m_taintadd = true;
269 _parent_scene.AddPhysicsActorTaint(this);
270 // don't do .add() here; old geoms get recycled with the same hash
271 }
272
273 public override int PhysicsActorType
274 {
275 get { return (int) ActorTypes.Prim; }
276 set { return; }
277 }
278
279 public override bool SetAlwaysRun
280 {
281 get { return false; }
282 set { return; }
283 }
284
285 public override uint LocalID
286 {
287 set {
288 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
289 m_localID = value; }
290 }
291
292 public override bool Grabbed
293 {
294 set { return; }
295 }
296
297 public override bool Selected
298 {
299 set {
300
301
302 // This only makes the object not collidable if the object
303 // is physical or the object is modified somehow *IN THE FUTURE*
304 // without this, if an avatar selects prim, they can walk right
305 // through it while it's selected
306 m_collisionscore = 0;
307 if ((m_isphysical && !_zeroFlag) || !value)
308 {
309 m_taintselected = value;
310 _parent_scene.AddPhysicsActorTaint(this);
311 }
312 else
313 {
314 m_taintselected = value;
315 m_isSelected = value;
316 }
317 if(m_isSelected) disableBodySoft();
318 }
319 }
320
321 public void SetGeom(IntPtr geom)
322 {
323 prev_geom = prim_geom;
324 prim_geom = geom;
325//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
326 if (prim_geom != IntPtr.Zero)
327 {
328 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
329 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
330 }
331
332 if (childPrim)
333 {
334 if (_parent != null && _parent is OdePrim)
335 {
336 OdePrim parent = (OdePrim)_parent;
337//Console.WriteLine("SetGeom calls ChildSetGeom");
338 parent.ChildSetGeom(this);
339 }
340 }
341 //m_log.Warn("Setting Geom to: " + prim_geom);
342 }
343
344
345
346 public void enableBodySoft()
347 {
348 if (!childPrim)
349 {
350 if (m_isphysical && Body != IntPtr.Zero)
351 {
352 d.BodyEnable(Body);
353 if (m_vehicle.Type != Vehicle.TYPE_NONE)
354 m_vehicle.Enable(Body, _parent_scene);
355 }
356
357 m_disabled = false;
358 }
359 }
360
361 public void disableBodySoft()
362 {
363 m_disabled = true;
364
365 if (m_isphysical && Body != IntPtr.Zero)
366 {
367 d.BodyDisable(Body);
368 }
369 }
370
371 public void enableBody()
372 {
373 // Don't enable this body if we're a child prim
374 // this should be taken care of in the parent function not here
375 if (!childPrim)
376 {
377 // Sets the geom to a body
378 Body = d.BodyCreate(_parent_scene.world);
379
380 setMass();
381 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
382 d.Quaternion myrot = new d.Quaternion();
383 myrot.X = _orientation.X;
384 myrot.Y = _orientation.Y;
385 myrot.Z = _orientation.Z;
386 myrot.W = _orientation.W;
387 d.BodySetQuaternion(Body, ref myrot);
388 d.GeomSetBody(prim_geom, Body);
389 m_collisionCategories |= CollisionCategories.Body;
390 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
391
392 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
393 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
394
395 d.BodySetAutoDisableFlag(Body, true);
396 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
397
398 // disconnect from world gravity so we can apply buoyancy
399 d.BodySetGravityMode (Body, false);
400
401 m_interpenetrationcount = 0;
402 m_collisionscore = 0;
403 m_disabled = false;
404
405 // The body doesn't already have a finite rotation mode set here
406 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
407 {
408 createAMotor(m_angularlock);
409 }
410 if (m_vehicle.Type != Vehicle.TYPE_NONE)
411 {
412 m_vehicle.Enable(Body, _parent_scene);
413 }
414
415 _parent_scene.addActivePrim(this);
416 }
417 }
418
419 #region Mass Calculation
420
421 private float CalculateMass()
422 {
423 float volume = 0;
424
425 // No material is passed to the physics engines yet.. soo..
426 // we're using the m_density constant in the class definition
427
428 float returnMass = 0;
429
430 switch (_pbs.ProfileShape)
431 {
432 case ProfileShape.Square:
433 // Profile Volume
434
435 volume = _size.X*_size.Y*_size.Z;
436
437 // If the user has 'hollowed out'
438 // ProfileHollow is one of those 0 to 50000 values :P
439 // we like percentages better.. so turning into a percentage
440
441 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
442 {
443 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
444
445 // calculate the hollow volume by it's shape compared to the prim shape
446 float hollowVolume = 0;
447 switch (_pbs.HollowShape)
448 {
449 case HollowShape.Square:
450 case HollowShape.Same:
451 // Cube Hollow volume calculation
452 float hollowsizex = _size.X*hollowAmount;
453 float hollowsizey = _size.Y*hollowAmount;
454 float hollowsizez = _size.Z*hollowAmount;
455 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
456 break;
457
458 case HollowShape.Circle:
459 // Hollow shape is a perfect cyllinder in respect to the cube's scale
460 // Cyllinder hollow volume calculation
461 float hRadius = _size.X/2;
462 float hLength = _size.Z;
463
464 // pi * r2 * h
465 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
466 break;
467
468 case HollowShape.Triangle:
469 // Equilateral Triangular Prism volume hollow calculation
470 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
471
472 float aLength = _size.Y;
473 // 1/2 abh
474 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
475 break;
476
477 default:
478 hollowVolume = 0;
479 break;
480 }
481 volume = volume - hollowVolume;
482 }
483
484 break;
485 case ProfileShape.Circle:
486 if (_pbs.PathCurve == (byte)Extrusion.Straight)
487 {
488 // Cylinder
489 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
490 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
491
492 // Approximating the cylinder's irregularity.
493 if (volume1 > volume2)
494 {
495 volume = (float)volume1 - (volume1 - volume2);
496 }
497 else if (volume2 > volume1)
498 {
499 volume = (float)volume2 - (volume2 - volume1);
500 }
501 else
502 {
503 // Regular cylinder
504 volume = volume1;
505 }
506 }
507 else
508 {
509 // We don't know what the shape is yet, so use default
510 volume = _size.X * _size.Y * _size.Z;
511 }
512 // If the user has 'hollowed out'
513 // ProfileHollow is one of those 0 to 50000 values :P
514 // we like percentages better.. so turning into a percentage
515
516 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
517 {
518 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
519
520 // calculate the hollow volume by it's shape compared to the prim shape
521 float hollowVolume = 0;
522 switch (_pbs.HollowShape)
523 {
524 case HollowShape.Same:
525 case HollowShape.Circle:
526 // Hollow shape is a perfect cyllinder in respect to the cube's scale
527 // Cyllinder hollow volume calculation
528 float hRadius = _size.X / 2;
529 float hLength = _size.Z;
530
531 // pi * r2 * h
532 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
533 break;
534
535 case HollowShape.Square:
536 // Cube Hollow volume calculation
537 float hollowsizex = _size.X * hollowAmount;
538 float hollowsizey = _size.Y * hollowAmount;
539 float hollowsizez = _size.Z * hollowAmount;
540 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
541 break;
542
543 case HollowShape.Triangle:
544 // Equilateral Triangular Prism volume hollow calculation
545 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
546
547 float aLength = _size.Y;
548 // 1/2 abh
549 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
550 break;
551
552 default:
553 hollowVolume = 0;
554 break;
555 }
556 volume = volume - hollowVolume;
557 }
558 break;
559
560 case ProfileShape.HalfCircle:
561 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
562 {
563 if (_size.X == _size.Y && _size.Y == _size.Z)
564 {
565 // regular sphere
566 // v = 4/3 * pi * r^3
567 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
568 volume = (float)((4f / 3f) * Math.PI * sradius3);
569 }
570 else
571 {
572 // we treat this as a box currently
573 volume = _size.X * _size.Y * _size.Z;
574 }
575 }
576 else
577 {
578 // We don't know what the shape is yet, so use default
579 volume = _size.X * _size.Y * _size.Z;
580 }
581 break;
582
583 case ProfileShape.EquilateralTriangle:
584 /*
585 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
586
587 // seed mesh
588 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
589 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
590 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
591 */
592 float xA = -0.25f * _size.X;
593 float yA = -0.45f * _size.Y;
594
595 float xB = 0.5f * _size.X;
596 float yB = 0;
597
598 float xC = -0.25f * _size.X;
599 float yC = 0.45f * _size.Y;
600
601 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
602
603 // If the user has 'hollowed out'
604 // ProfileHollow is one of those 0 to 50000 values :P
605 // we like percentages better.. so turning into a percentage
606 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
607 if (((float)fhollowFactor / 50000f) > 0.0)
608 {
609 float hollowAmount = (float)fhollowFactor / 50000f;
610
611 // calculate the hollow volume by it's shape compared to the prim shape
612 float hollowVolume = 0;
613 switch (_pbs.HollowShape)
614 {
615 case HollowShape.Same:
616 case HollowShape.Triangle:
617 // Equilateral Triangular Prism volume hollow calculation
618 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
619
620 float aLength = _size.Y;
621 // 1/2 abh
622 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
623 break;
624
625 case HollowShape.Square:
626 // Cube Hollow volume calculation
627 float hollowsizex = _size.X * hollowAmount;
628 float hollowsizey = _size.Y * hollowAmount;
629 float hollowsizez = _size.Z * hollowAmount;
630 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
631 break;
632
633 case HollowShape.Circle:
634 // Hollow shape is a perfect cyllinder in respect to the cube's scale
635 // Cyllinder hollow volume calculation
636 float hRadius = _size.X / 2;
637 float hLength = _size.Z;
638
639 // pi * r2 * h
640 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
641 break;
642
643 default:
644 hollowVolume = 0;
645 break;
646 }
647 volume = volume - hollowVolume;
648 }
649 break;
650
651 default:
652 // we don't have all of the volume formulas yet so
653 // use the common volume formula for all
654 volume = _size.X*_size.Y*_size.Z;
655 break;
656 }
657
658 // Calculate Path cut effect on volume
659 // Not exact, in the triangle hollow example
660 // They should never be zero or less then zero..
661 // we'll ignore it if it's less then zero
662
663 // ProfileEnd and ProfileBegin are values
664 // from 0 to 50000
665
666 // Turning them back into percentages so that I can cut that percentage off the volume
667
668 float PathCutEndAmount = _pbs.ProfileEnd;
669 float PathCutStartAmount = _pbs.ProfileBegin;
670 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
671 {
672 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
673
674 // Check the return amount for sanity
675 if (pathCutAmount >= 0.99f)
676 pathCutAmount = 0.99f;
677
678 volume = volume - (volume*pathCutAmount);
679 }
680 UInt16 taperX = _pbs.PathScaleX;
681 UInt16 taperY = _pbs.PathScaleY;
682 float taperFactorX = 0;
683 float taperFactorY = 0;
684
685 // Mass = density * volume
686 if (taperX != 100)
687 {
688 if (taperX > 100)
689 {
690 taperFactorX = 1.0f - ((float)taperX / 200);
691 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
692 }
693 else
694 {
695 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
696 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
697 }
698 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
699 }
700
701 if (taperY != 100)
702 {
703 if (taperY > 100)
704 {
705 taperFactorY = 1.0f - ((float)taperY / 200);
706 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
707 }
708 else
709 {
710 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
711 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
712 }
713 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
714 }
715 returnMass = m_density*volume;
716 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
717
718
719
720 // Recursively calculate mass
721 bool HasChildPrim = false;
722 lock (childrenPrim)
723 {
724 if (childrenPrim.Count > 0)
725 {
726 HasChildPrim = true;
727 }
728
729 }
730 if (HasChildPrim)
731 {
732 OdePrim[] childPrimArr = new OdePrim[0];
733
734 lock (childrenPrim)
735 childPrimArr = childrenPrim.ToArray();
736
737 for (int i = 0; i < childPrimArr.Length; i++)
738 {
739 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
740 returnMass += childPrimArr[i].CalculateMass();
741 // failsafe, this shouldn't happen but with OpenSim, you never know :)
742 if (i > 256)
743 break;
744 }
745 }
746 if (returnMass > _parent_scene.maximumMassObject)
747 returnMass = _parent_scene.maximumMassObject;
748 return returnMass;
749 }// end CalculateMass
750
751 #endregion
752
753 public void setMass()
754 {
755 if (Body != (IntPtr) 0)
756 {
757 float newmass = CalculateMass();
758
759 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
760
761 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
762 d.BodySetMass(Body, ref pMass);
763 }
764 }
765
766 public void disableBody()
767 {
768 //this kills the body so things like 'mesh' can re-create it.
769 lock (this)
770 {
771 if (!childPrim)
772 {
773 if (Body != IntPtr.Zero)
774 {
775 _parent_scene.remActivePrim(this);
776 m_collisionCategories &= ~CollisionCategories.Body;
777 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
778
779 if (prim_geom != IntPtr.Zero)
780 {
781 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
782 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
783 }
784
785
786 d.BodyDestroy(Body);
787 lock (childrenPrim)
788 {
789 if (childrenPrim.Count > 0)
790 {
791 foreach (OdePrim prm in childrenPrim)
792 {
793 _parent_scene.remActivePrim(prm);
794 prm.Body = IntPtr.Zero;
795 }
796 }
797 }
798 Body = IntPtr.Zero;
799 }
800 }
801 else
802 {
803 _parent_scene.remActivePrim(this);
804
805 m_collisionCategories &= ~CollisionCategories.Body;
806 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
807
808 if (prim_geom != IntPtr.Zero)
809 {
810 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
811 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
812 }
813
814
815 Body = IntPtr.Zero;
816 }
817 }
818 m_disabled = true;
819 m_collisionscore = 0;
820 }
821
822 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
823
824 public void setMesh(OdeScene parent_scene, IMesh mesh)
825 {
826 // This sleeper is there to moderate how long it takes between
827 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
828
829 //Thread.Sleep(10);
830
831 //Kill Body so that mesh can re-make the geom
832 if (IsPhysical && Body != IntPtr.Zero)
833 {
834 if (childPrim)
835 {
836 if (_parent != null)
837 {
838 OdePrim parent = (OdePrim)_parent;
839 parent.ChildDelink(this);
840 }
841 }
842 else
843 {
844 disableBody();
845 }
846 }
847
848 IntPtr vertices, indices;
849 int vertexCount, indexCount;
850 int vertexStride, triStride;
851 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
852 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
853
854 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
855 if (m_MeshToTriMeshMap.ContainsKey(mesh))
856 {
857 _triMeshData = m_MeshToTriMeshMap[mesh];
858 }
859 else
860 {
861 _triMeshData = d.GeomTriMeshDataCreate();
862
863 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
864 d.GeomTriMeshDataPreprocess(_triMeshData);
865 m_MeshToTriMeshMap[mesh] = _triMeshData;
866 }
867
868 _parent_scene.waitForSpaceUnlock(m_targetSpace);
869 try
870 {
871 if (prim_geom == IntPtr.Zero)
872 {
873 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
874 }
875 }
876 catch (AccessViolationException)
877 {
878 m_log.Error("[PHYSICS]: MESH LOCKED");
879 return;
880 }
881
882
883 // if (IsPhysical && Body == (IntPtr) 0)
884 // {
885 // Recreate the body
886 // m_interpenetrationcount = 0;
887 // m_collisionscore = 0;
888
889 // enableBody();
890 // }
891 }
892
893 public void ProcessTaints(float timestep)
894 {
895//Console.WriteLine("ProcessTaints for " + m_primName );
896 if (m_taintadd)
897 {
898 changeadd(timestep);
899 }
900
901 if (prim_geom != IntPtr.Zero)
902 {
903 if (!_position.ApproxEquals(m_taintposition, 0f))
904 changemove(timestep);
905
906 if (m_taintrot != _orientation)
907 {
908 if(childPrim && IsPhysical) // For physical child prim...
909 {
910 rotate(timestep);
911 // KF: ODE will also rotate the parent prim!
912 // so rotate the root back to where it was
913 OdePrim parent = (OdePrim)_parent;
914 parent.rotate(timestep);
915 }
916 else
917 {
918 //Just rotate the prim
919 rotate(timestep);
920 }
921 }
922 //
923
924 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
925 changePhysicsStatus(timestep);
926 //
927
928 if (!_size.ApproxEquals(m_taintsize,0f))
929 changesize(timestep);
930 //
931
932 if (m_taintshape)
933 changeshape(timestep);
934 //
935
936 if (m_taintforce)
937 changeAddForce(timestep);
938
939 if (m_taintaddangularforce)
940 changeAddAngularForce(timestep);
941
942 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
943 changeSetTorque(timestep);
944
945 if (m_taintdisable)
946 changedisable(timestep);
947
948 if (m_taintselected != m_isSelected)
949 changeSelectedStatus(timestep);
950
951 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
952 changevelocity(timestep);
953
954 if (m_taintparent != _parent)
955 changelink(timestep);
956
957 if (m_taintCollidesWater != m_collidesWater)
958 changefloatonwater(timestep);
959
960 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
961 changeAngularLock(timestep);
962
963 }
964 else
965 {
966 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
967 }
968 }
969
970
971 private void changeAngularLock(float timestep)
972 {
973 // do we have a Physical object?
974 if (Body != IntPtr.Zero)
975 {
976 //Check that we have a Parent
977 //If we have a parent then we're not authorative here
978 if (_parent == null)
979 {
980 if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
981 {
982 //d.BodySetFiniteRotationMode(Body, 0);
983 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
984 createAMotor(m_taintAngularLock);
985 }
986 else
987 {
988 if (Amotor != IntPtr.Zero)
989 {
990 d.JointDestroy(Amotor);
991 Amotor = IntPtr.Zero;
992 }
993 }
994 }
995 }
996 // Store this for later in case we get turned into a separate body
997 m_angularlock = m_taintAngularLock;
998
999 }
1000
1001 private void changelink(float timestep)
1002 {
1003 // If the newly set parent is not null
1004 // create link
1005 if (_parent == null && m_taintparent != null)
1006 {
1007 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1008 {
1009 OdePrim obj = (OdePrim)m_taintparent;
1010 //obj.disableBody();
1011//Console.WriteLine("changelink calls ParentPrim");
1012 obj.ParentPrim(this);
1013
1014 /*
1015 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1016 {
1017 _linkJointGroup = d.JointGroupCreate(0);
1018 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1019 d.JointAttach(m_linkJoint, obj.Body, Body);
1020 d.JointSetFixed(m_linkJoint);
1021 }
1022 */
1023 }
1024 }
1025 // If the newly set parent is null
1026 // destroy link
1027 else if (_parent != null && m_taintparent == null)
1028 {
1029//Console.WriteLine(" changelink B");
1030
1031 if (_parent is OdePrim)
1032 {
1033 OdePrim obj = (OdePrim)_parent;
1034 obj.ChildDelink(this);
1035 childPrim = false;
1036 //_parent = null;
1037 }
1038
1039 /*
1040 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1041 d.JointGroupDestroy(_linkJointGroup);
1042
1043 _linkJointGroup = (IntPtr)0;
1044 m_linkJoint = (IntPtr)0;
1045 */
1046 }
1047
1048 _parent = m_taintparent;
1049 m_taintPhysics = m_isphysical;
1050 }
1051
1052 // I'm the parent
1053 // prim is the child
1054 public void ParentPrim(OdePrim prim)
1055 {
1056//Console.WriteLine("ParentPrim " + m_primName);
1057 if (this.m_localID != prim.m_localID)
1058 {
1059 if (Body == IntPtr.Zero)
1060 {
1061 Body = d.BodyCreate(_parent_scene.world);
1062 setMass();
1063 }
1064 if (Body != IntPtr.Zero)
1065 {
1066 lock (childrenPrim)
1067 {
1068 if (!childrenPrim.Contains(prim))
1069 {
1070//Console.WriteLine("childrenPrim.Add " + prim);
1071 childrenPrim.Add(prim);
1072
1073 foreach (OdePrim prm in childrenPrim)
1074 {
1075 d.Mass m2;
1076 d.MassSetZero(out m2);
1077 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1078
1079
1080 d.Quaternion quat = new d.Quaternion();
1081 quat.W = prm._orientation.W;
1082 quat.X = prm._orientation.X;
1083 quat.Y = prm._orientation.Y;
1084 quat.Z = prm._orientation.Z;
1085
1086 d.Matrix3 mat = new d.Matrix3();
1087 d.RfromQ(out mat, ref quat);
1088 d.MassRotate(ref m2, ref mat);
1089 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1090 d.MassAdd(ref pMass, ref m2);
1091 }
1092 foreach (OdePrim prm in childrenPrim)
1093 {
1094
1095 prm.m_collisionCategories |= CollisionCategories.Body;
1096 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1097
1098 if (prm.prim_geom == IntPtr.Zero)
1099 {
1100 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1101 continue;
1102 }
1103//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1104 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1105 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1106
1107
1108 d.Quaternion quat = new d.Quaternion();
1109 quat.W = prm._orientation.W;
1110 quat.X = prm._orientation.X;
1111 quat.Y = prm._orientation.Y;
1112 quat.Z = prm._orientation.Z;
1113
1114 d.Matrix3 mat = new d.Matrix3();
1115 d.RfromQ(out mat, ref quat);
1116 if (Body != IntPtr.Zero)
1117 {
1118 d.GeomSetBody(prm.prim_geom, Body);
1119 prm.childPrim = true;
1120 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1121 //d.GeomSetOffsetPosition(prim.prim_geom,
1122 // (Position.X - prm.Position.X) - pMass.c.X,
1123 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1124 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1125 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1126 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1127 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1128 d.BodySetMass(Body, ref pMass);
1129 }
1130 else
1131 {
1132 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1133 }
1134
1135
1136 prm.m_interpenetrationcount = 0;
1137 prm.m_collisionscore = 0;
1138 prm.m_disabled = false;
1139
1140 // The body doesn't already have a finite rotation mode set here
1141 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1142 {
1143 prm.createAMotor(m_angularlock);
1144 }
1145 prm.Body = Body;
1146 _parent_scene.addActivePrim(prm);
1147 }
1148 m_collisionCategories |= CollisionCategories.Body;
1149 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1150
1151//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1152 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1153//Console.WriteLine(" Post GeomSetCategoryBits 2");
1154 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1155
1156
1157 d.Quaternion quat2 = new d.Quaternion();
1158 quat2.W = _orientation.W;
1159 quat2.X = _orientation.X;
1160 quat2.Y = _orientation.Y;
1161 quat2.Z = _orientation.Z;
1162
1163 d.Matrix3 mat2 = new d.Matrix3();
1164 d.RfromQ(out mat2, ref quat2);
1165 d.GeomSetBody(prim_geom, Body);
1166 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1167 //d.GeomSetOffsetPosition(prim.prim_geom,
1168 // (Position.X - prm.Position.X) - pMass.c.X,
1169 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1170 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1171 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1172 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1173 d.BodySetMass(Body, ref pMass);
1174
1175 d.BodySetAutoDisableFlag(Body, true);
1176 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1177
1178
1179 m_interpenetrationcount = 0;
1180 m_collisionscore = 0;
1181 m_disabled = false;
1182
1183 // The body doesn't already have a finite rotation mode set here
1184 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1185 {
1186 createAMotor(m_angularlock);
1187 }
1188 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1189 if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene);
1190 _parent_scene.addActivePrim(this);
1191 }
1192 }
1193 }
1194 }
1195
1196 }
1197
1198 private void ChildSetGeom(OdePrim odePrim)
1199 {
1200 //if (m_isphysical && Body != IntPtr.Zero)
1201 lock (childrenPrim)
1202 {
1203 foreach (OdePrim prm in childrenPrim)
1204 {
1205 //prm.childPrim = true;
1206 prm.disableBody();
1207 //prm.m_taintparent = null;
1208 //prm._parent = null;
1209 //prm.m_taintPhysics = false;
1210 //prm.m_disabled = true;
1211 //prm.childPrim = false;
1212 }
1213 }
1214 disableBody();
1215
1216
1217 if (Body != IntPtr.Zero)
1218 {
1219 _parent_scene.remActivePrim(this);
1220 }
1221
1222 lock (childrenPrim)
1223 {
1224 foreach (OdePrim prm in childrenPrim)
1225 {
1226//Console.WriteLine("ChildSetGeom calls ParentPrim");
1227 ParentPrim(prm);
1228 }
1229 }
1230
1231 }
1232
1233 private void ChildDelink(OdePrim odePrim)
1234 {
1235 // Okay, we have a delinked child.. need to rebuild the body.
1236 lock (childrenPrim)
1237 {
1238 foreach (OdePrim prm in childrenPrim)
1239 {
1240 prm.childPrim = true;
1241 prm.disableBody();
1242 //prm.m_taintparent = null;
1243 //prm._parent = null;
1244 //prm.m_taintPhysics = false;
1245 //prm.m_disabled = true;
1246 //prm.childPrim = false;
1247 }
1248 }
1249 disableBody();
1250
1251 lock (childrenPrim)
1252 {
1253 //Console.WriteLine("childrenPrim.Remove " + odePrim);
1254 childrenPrim.Remove(odePrim);
1255 }
1256
1257
1258
1259
1260 if (Body != IntPtr.Zero)
1261 {
1262 _parent_scene.remActivePrim(this);
1263 }
1264
1265
1266
1267 lock (childrenPrim)
1268 {
1269 foreach (OdePrim prm in childrenPrim)
1270 {
1271//Console.WriteLine("ChildDelink calls ParentPrim");
1272 ParentPrim(prm);
1273 }
1274 }
1275
1276
1277 }
1278
1279 private void changeSelectedStatus(float timestep)
1280 {
1281 if (m_taintselected)
1282 {
1283 m_collisionCategories = CollisionCategories.Selected;
1284 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1285
1286 // We do the body disable soft twice because 'in theory' a collision could have happened
1287 // in between the disabling and the collision properties setting
1288 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1289 // through the ground.
1290
1291 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1292 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1293 // so that causes the selected part to wake up and continue moving.
1294
1295 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1296 // assembly will stop simulating during the selection, because of the lack of atomicity
1297 // of select operations (their processing could be interrupted by a thread switch, causing
1298 // simulation to continue before all of the selected object notifications trickle down to
1299 // the physics engine).
1300
1301 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1302 // selected and disabled. then, due to a thread switch, the selection processing is
1303 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1304 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1305 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1306 // up, start simulating again, which in turn wakes up the last 50.
1307
1308 if (m_isphysical)
1309 {
1310 disableBodySoft();
1311 }
1312
1313 if (prim_geom != IntPtr.Zero)
1314 {
1315 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1316 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1317 }
1318
1319 if (m_isphysical)
1320 {
1321 disableBodySoft();
1322 }
1323 }
1324 else
1325 {
1326 m_collisionCategories = CollisionCategories.Geom;
1327
1328 if (m_isphysical)
1329 m_collisionCategories |= CollisionCategories.Body;
1330
1331 m_collisionFlags = m_default_collisionFlags;
1332
1333 if (m_collidesLand)
1334 m_collisionFlags |= CollisionCategories.Land;
1335 if (m_collidesWater)
1336 m_collisionFlags |= CollisionCategories.Water;
1337
1338 if (prim_geom != IntPtr.Zero)
1339 {
1340 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1341 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1342 }
1343 if (m_isphysical)
1344 {
1345 if (Body != IntPtr.Zero)
1346 {
1347 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1348 d.BodySetForce(Body, 0, 0, 0);
1349 enableBodySoft();
1350 }
1351 }
1352 }
1353
1354 resetCollisionAccounting();
1355 m_isSelected = m_taintselected;
1356 }//end changeSelectedStatus
1357
1358 public void ResetTaints()
1359 {
1360 m_taintposition = _position;
1361 m_taintrot = _orientation;
1362 m_taintPhysics = m_isphysical;
1363 m_taintselected = m_isSelected;
1364 m_taintsize = _size;
1365 m_taintshape = false;
1366 m_taintforce = false;
1367 m_taintdisable = false;
1368 m_taintVelocity = Vector3.Zero;
1369 }
1370
1371 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1372 {
1373//Console.WriteLine("CreateGeom:");
1374 if (_mesh != null)
1375 {
1376 setMesh(_parent_scene, _mesh);
1377 }
1378 else
1379 {
1380 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1381 {
1382 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1383 {
1384 if (((_size.X / 2f) > 0f))
1385 {
1386 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1387 try
1388 {
1389//Console.WriteLine(" CreateGeom 1");
1390 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1391 }
1392 catch (AccessViolationException)
1393 {
1394 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1395 ode.dunlock(_parent_scene.world);
1396 return;
1397 }
1398 }
1399 else
1400 {
1401 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1402 try
1403 {
1404//Console.WriteLine(" CreateGeom 2");
1405 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1406 }
1407 catch (AccessViolationException)
1408 {
1409 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1410 ode.dunlock(_parent_scene.world);
1411 return;
1412 }
1413 }
1414 }
1415 else
1416 {
1417 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1418 try
1419 {
1420//Console.WriteLine(" CreateGeom 3");
1421 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1422 }
1423 catch (AccessViolationException)
1424 {
1425 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1426 ode.dunlock(_parent_scene.world);
1427 return;
1428 }
1429 }
1430 }
1431
1432 else
1433 {
1434 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1435 try
1436 {
1437//Console.WriteLine(" CreateGeom 4");
1438 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1439 }
1440 catch (AccessViolationException)
1441 {
1442 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1443 ode.dunlock(_parent_scene.world);
1444 return;
1445 }
1446 }
1447 }
1448 }
1449
1450 public void changeadd(float timestep)
1451 {
1452 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1453 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1454
1455 if (targetspace == IntPtr.Zero)
1456 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1457
1458 m_targetSpace = targetspace;
1459
1460 if (_mesh == null)
1461 {
1462 if (_parent_scene.needsMeshing(_pbs))
1463 {
1464 // Don't need to re-enable body.. it's done in SetMesh
1465 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1466 // createmesh returns null when it's a shape that isn't a cube.
1467 // m_log.Debug(m_localID);
1468 }
1469 }
1470
1471
1472 lock (_parent_scene.OdeLock)
1473 {
1474//Console.WriteLine("changeadd 1");
1475 CreateGeom(m_targetSpace, _mesh);
1476
1477 if (prim_geom != IntPtr.Zero)
1478 {
1479 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1480 d.Quaternion myrot = new d.Quaternion();
1481 myrot.X = _orientation.X;
1482 myrot.Y = _orientation.Y;
1483 myrot.Z = _orientation.Z;
1484 myrot.W = _orientation.W;
1485 d.GeomSetQuaternion(prim_geom, ref myrot);
1486 }
1487
1488 if (m_isphysical && Body == IntPtr.Zero)
1489 {
1490 enableBody();
1491 }
1492 }
1493
1494 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1495 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1496
1497 changeSelectedStatus(timestep);
1498
1499 m_taintadd = false;
1500 }
1501
1502 public void changemove(float timestep)
1503 {
1504 if (m_isphysical)
1505 {
1506
1507 if (!m_disabled && !m_taintremove && !childPrim)
1508 {
1509 if (Body == IntPtr.Zero)
1510 enableBody();
1511 //Prim auto disable after 20 frames,
1512 //if you move it, re-enable the prim manually.
1513 if (_parent != null)
1514 {
1515 if (m_linkJoint != IntPtr.Zero)
1516 {
1517 d.JointDestroy(m_linkJoint);
1518 m_linkJoint = IntPtr.Zero;
1519 }
1520 }
1521 if (Body != IntPtr.Zero)
1522 {
1523 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1524
1525 if (_parent != null)
1526 {
1527 OdePrim odParent = (OdePrim)_parent;
1528 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1529 {
1530// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1531Console.WriteLine(" JointCreateFixed");
1532 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1533 d.JointAttach(m_linkJoint, Body, odParent.Body);
1534 d.JointSetFixed(m_linkJoint);
1535 }
1536 }
1537 d.BodyEnable(Body);
1538 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1539 {
1540 m_vehicle.Enable(Body, _parent_scene);
1541 }
1542 }
1543 else
1544 {
1545 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1546 }
1547 }
1548 //else
1549 // {
1550 //m_log.Debug("[BUG]: race!");
1551 //}
1552 }
1553 else
1554 {
1555 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1556 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1557 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1558
1559 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1560 m_targetSpace = tempspace;
1561
1562 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1563 if (prim_geom != IntPtr.Zero)
1564 {
1565 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1566
1567 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1568 d.SpaceAdd(m_targetSpace, prim_geom);
1569 }
1570 }
1571
1572 changeSelectedStatus(timestep);
1573
1574 resetCollisionAccounting();
1575 m_taintposition = _position;
1576 }
1577
1578 public void Move(float timestep)
1579 {
1580 float fx = 0;
1581 float fy = 0;
1582 float fz = 0;
1583
1584 frcount++; // used to limit debug comment output
1585 if (frcount > 100)
1586 frcount = 0;
1587
1588 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1589 {
1590//if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1591 // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1592 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1593 {
1594 // 'VEHICLES' are dealt with in ODEDynamics.cs
1595 m_vehicle.Step(timestep, _parent_scene);
1596 }
1597 else
1598 {
1599 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1600 // NON-'VEHICLES' are dealt with here
1601 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
1602 {
1603 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
1604 if (m_angularlock.X == 1)
1605 avel2.X = 0;
1606 if (m_angularlock.Y == 1)
1607 avel2.Y = 0;
1608 if (m_angularlock.Z == 1)
1609 avel2.Z = 0;
1610 d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
1611 }
1612 //float PID_P = 900.0f;
1613
1614 float m_mass = CalculateMass();
1615
1616// fz = 0f;
1617 //m_log.Info(m_collisionFlags.ToString());
1618
1619
1620 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
1621 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1622 // NB Prims in ODE are no subject to global gravity
1623 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1624
1625 if (m_usePID)
1626 {
1627//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1628 // KF - this is for object MoveToTarget.
1629
1630 //if (!d.BodyIsEnabled(Body))
1631 //d.BodySetForce(Body, 0f, 0f, 0f);
1632
1633 // no lock; for now it's only called from within Simulate()
1634
1635 // If the PID Controller isn't active then we set our force
1636 // calculating base velocity to the current position
1637
1638 if ((m_PIDTau < 1) && (m_PIDTau != 0))
1639 {
1640 //PID_G = PID_G / m_PIDTau;
1641 m_PIDTau = 1;
1642 }
1643
1644 if ((PID_G - m_PIDTau) <= 0)
1645 {
1646 PID_G = m_PIDTau + 1;
1647 }
1648 //PidStatus = true;
1649
1650 // PhysicsVector vec = new PhysicsVector();
1651 d.Vector3 vel = d.BodyGetLinearVel(Body);
1652
1653 d.Vector3 pos = d.BodyGetPosition(Body);
1654 _target_velocity =
1655 new Vector3(
1656 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
1657 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
1658 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
1659 );
1660
1661 // if velocity is zero, use position control; otherwise, velocity control
1662
1663 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
1664 {
1665 // keep track of where we stopped. No more slippin' & slidin'
1666
1667 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1668 // react to the physics scene by moving it's position.
1669 // Avatar to Avatar collisions
1670 // Prim to avatar collisions
1671
1672 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
1673 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
1674 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1675 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
1676 d.BodySetLinearVel(Body, 0, 0, 0);
1677 d.BodyAddForce(Body, 0, 0, fz);
1678 return;
1679 }
1680 else
1681 {
1682 _zeroFlag = false;
1683
1684 // We're flying and colliding with something
1685 fx = ((_target_velocity.X) - vel.X) * (PID_D);
1686 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
1687
1688 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
1689
1690 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1691 }
1692 } // end if (m_usePID)
1693
1694 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
1695 if (m_useHoverPID && !m_usePID)
1696 {
1697//Console.WriteLine("Hover " + m_primName);
1698
1699 // If we're using the PID controller, then we have no gravity
1700 fz = (-1 * _parent_scene.gravityz) * m_mass;
1701
1702 // no lock; for now it's only called from within Simulate()
1703
1704 // If the PID Controller isn't active then we set our force
1705 // calculating base velocity to the current position
1706
1707 if ((m_PIDTau < 1))
1708 {
1709 PID_G = PID_G / m_PIDTau;
1710 }
1711
1712 if ((PID_G - m_PIDTau) <= 0)
1713 {
1714 PID_G = m_PIDTau + 1;
1715 }
1716
1717
1718 // Where are we, and where are we headed?
1719 d.Vector3 pos = d.BodyGetPosition(Body);
1720 d.Vector3 vel = d.BodyGetLinearVel(Body);
1721
1722
1723 // Non-Vehicles have a limited set of Hover options.
1724 // determine what our target height really is based on HoverType
1725 switch (m_PIDHoverType)
1726 {
1727 case PIDHoverType.Ground:
1728 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1729 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1730 break;
1731 case PIDHoverType.GroundAndWater:
1732 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1733 m_waterHeight = _parent_scene.GetWaterLevel();
1734 if (m_groundHeight > m_waterHeight)
1735 {
1736 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1737 }
1738 else
1739 {
1740 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
1741 }
1742 break;
1743
1744 } // end switch (m_PIDHoverType)
1745
1746
1747 _target_velocity =
1748 new Vector3(0.0f, 0.0f,
1749 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
1750 );
1751
1752 // if velocity is zero, use position control; otherwise, velocity control
1753
1754 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
1755 {
1756 // keep track of where we stopped. No more slippin' & slidin'
1757
1758 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1759 // react to the physics scene by moving it's position.
1760 // Avatar to Avatar collisions
1761 // Prim to avatar collisions
1762
1763 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1764 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1765 d.BodyAddForce(Body, 0, 0, fz);
1766 //KF this prevents furthur motions return;
1767 }
1768 else
1769 {
1770 _zeroFlag = false;
1771
1772 // We're flying and colliding with something
1773 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1774 }
1775 } // end m_useHoverPID && !m_usePID
1776
1777 if (m_useAPID)
1778 {
1779 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1780 // Quaternion m_APIDTarget
1781 // float m_APIDStrength // From SL experiments, this is the time to get there
1782 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1783 // Also in SL the mass of the object has no effect on time to get there.
1784 // Factors:
1785//if(frcount == 0) Console.WriteLine("APID ");
1786 // get present body rotation
1787 float limit = 1.0f;
1788 float scaler = 50f; // adjusts damping time
1789 float RLAservo = 0f;
1790
1791 d.Quaternion rot = d.BodyGetQuaternion(Body);
1792 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1793 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1794 float diff_angle;
1795 Vector3 diff_axis;
1796 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1797 diff_axis.Normalize();
1798 if(diff_angle > 0.01f) // diff_angle is always +ve
1799 {
1800// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1801 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1802 rotforce = rotforce * rotq;
1803 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1804// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1805 // rotforce = rotforce * RLAservo * diff_angle ;
1806 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1807 RLAservo = timestep / m_APIDStrength * scaler;
1808 rotforce = rotforce * RLAservo * diff_angle ;
1809 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1810//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1811 }
1812//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1813 } // end m_useAPID
1814
1815 fx *= m_mass;
1816 fy *= m_mass;
1817 //fz *= m_mass;
1818
1819 fx += m_force.X;
1820 fy += m_force.Y;
1821 fz += m_force.Z;
1822
1823 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
1824 if (fx != 0 || fy != 0 || fz != 0)
1825 {
1826 //m_taintdisable = true;
1827 //base.RaiseOutOfBounds(Position);
1828 //d.BodySetLinearVel(Body, fx, fy, 0f);
1829 if (!d.BodyIsEnabled(Body))
1830 {
1831 // A physical body at rest on a surface will auto-disable after a while,
1832 // this appears to re-enable it incase the surface it is upon vanishes,
1833 // and the body should fall again.
1834 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1835 d.BodySetForce(Body, 0, 0, 0);
1836 enableBodySoft();
1837 }
1838
1839 // 35x10 = 350n times the mass per second applied maximum.
1840 float nmax = 35f * m_mass;
1841 float nmin = -35f * m_mass;
1842
1843
1844 if (fx > nmax)
1845 fx = nmax;
1846 if (fx < nmin)
1847 fx = nmin;
1848 if (fy > nmax)
1849 fy = nmax;
1850 if (fy < nmin)
1851 fy = nmin;
1852 d.BodyAddForce(Body, fx, fy, fz);
1853//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
1854 }
1855 }
1856 }
1857 else
1858 { // is not physical, or is not a body or is selected
1859 // _zeroPosition = d.BodyGetPosition(Body);
1860 return;
1861//Console.WriteLine("Nothing " + m_primName);
1862
1863 }
1864 }
1865
1866
1867
1868 public void rotate(float timestep)
1869 {
1870 d.Quaternion myrot = new d.Quaternion();
1871 myrot.X = _orientation.X;
1872 myrot.Y = _orientation.Y;
1873 myrot.Z = _orientation.Z;
1874 myrot.W = _orientation.W;
1875 if (Body != IntPtr.Zero)
1876 {
1877 // KF: If this is a root prim do BodySet
1878 d.BodySetQuaternion(Body, ref myrot);
1879 if (m_isphysical)
1880 {
1881 if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
1882 createAMotor(m_angularlock);
1883 }
1884 }
1885 else
1886 {
1887 // daughter prim, do Geom set
1888 d.GeomSetQuaternion(prim_geom, ref myrot);
1889 }
1890
1891 resetCollisionAccounting();
1892 m_taintrot = _orientation;
1893 }
1894
1895 private void resetCollisionAccounting()
1896 {
1897 m_collisionscore = 0;
1898 m_interpenetrationcount = 0;
1899 m_disabled = false;
1900 }
1901
1902 public void changedisable(float timestep)
1903 {
1904 m_disabled = true;
1905 if (Body != IntPtr.Zero)
1906 {
1907 d.BodyDisable(Body);
1908 Body = IntPtr.Zero;
1909 }
1910
1911 m_taintdisable = false;
1912 }
1913
1914 public void changePhysicsStatus(float timestep)
1915 {
1916 if (m_isphysical == true)
1917 {
1918 if (Body == IntPtr.Zero)
1919 {
1920 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1921 {
1922 changeshape(2f);
1923 }
1924 else
1925 {
1926 enableBody();
1927 }
1928 }
1929 }
1930 else
1931 {
1932 if (Body != IntPtr.Zero)
1933 {
1934 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1935 {
1936
1937
1938 if (prim_geom != IntPtr.Zero)
1939 {
1940 try
1941 {
1942 d.GeomDestroy(prim_geom);
1943 prim_geom = IntPtr.Zero;
1944 _mesh = null;
1945 }
1946 catch (System.AccessViolationException)
1947 {
1948 prim_geom = IntPtr.Zero;
1949 m_log.Error("[PHYSICS]: PrimGeom dead");
1950 }
1951 }
1952//Console.WriteLine("changePhysicsStatus for " + m_primName );
1953 changeadd(2f);
1954 }
1955 if (childPrim)
1956 {
1957 if (_parent != null)
1958 {
1959 OdePrim parent = (OdePrim)_parent;
1960 parent.ChildDelink(this);
1961 }
1962 }
1963 else
1964 {
1965 disableBody();
1966 }
1967 }
1968 }
1969
1970 changeSelectedStatus(timestep);
1971
1972 resetCollisionAccounting();
1973 m_taintPhysics = m_isphysical;
1974 }
1975
1976 public void changesize(float timestamp)
1977 {
1978
1979 string oldname = _parent_scene.geom_name_map[prim_geom];
1980
1981 if (_size.X <= 0) _size.X = 0.01f;
1982 if (_size.Y <= 0) _size.Y = 0.01f;
1983 if (_size.Z <= 0) _size.Z = 0.01f;
1984
1985 // Cleanup of old prim geometry
1986 if (_mesh != null)
1987 {
1988 // Cleanup meshing here
1989 }
1990 //kill body to rebuild
1991 if (IsPhysical && Body != IntPtr.Zero)
1992 {
1993 if (childPrim)
1994 {
1995 if (_parent != null)
1996 {
1997 OdePrim parent = (OdePrim)_parent;
1998 parent.ChildDelink(this);
1999 }
2000 }
2001 else
2002 {
2003 disableBody();
2004 }
2005 }
2006 if (d.SpaceQuery(m_targetSpace, prim_geom))
2007 {
2008 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2009 d.SpaceRemove(m_targetSpace, prim_geom);
2010 }
2011 d.GeomDestroy(prim_geom);
2012 prim_geom = IntPtr.Zero;
2013 // we don't need to do space calculation because the client sends a position update also.
2014
2015 // Construction of new prim
2016 if (_parent_scene.needsMeshing(_pbs))
2017 {
2018 float meshlod = _parent_scene.meshSculptLOD;
2019
2020 if (IsPhysical)
2021 meshlod = _parent_scene.MeshSculptphysicalLOD;
2022 // Don't need to re-enable body.. it's done in SetMesh
2023
2024 IMesh mesh = null;
2025
2026 if (_parent_scene.needsMeshing(_pbs))
2027 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2028
2029 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2030//Console.WriteLine("changesize 1");
2031 CreateGeom(m_targetSpace, mesh);
2032
2033
2034 }
2035 else
2036 {
2037 _mesh = null;
2038//Console.WriteLine("changesize 2");
2039 CreateGeom(m_targetSpace, _mesh);
2040 }
2041
2042 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2043 d.Quaternion myrot = new d.Quaternion();
2044 myrot.X = _orientation.X;
2045 myrot.Y = _orientation.Y;
2046 myrot.Z = _orientation.Z;
2047 myrot.W = _orientation.W;
2048 d.GeomSetQuaternion(prim_geom, ref myrot);
2049
2050 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2051 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2052 {
2053 // Re creates body on size.
2054 // EnableBody also does setMass()
2055 enableBody();
2056 d.BodyEnable(Body);
2057 }
2058
2059 _parent_scene.geom_name_map[prim_geom] = oldname;
2060
2061 changeSelectedStatus(timestamp);
2062 if (childPrim)
2063 {
2064 if (_parent is OdePrim)
2065 {
2066 OdePrim parent = (OdePrim)_parent;
2067 parent.ChildSetGeom(this);
2068 }
2069 }
2070 resetCollisionAccounting();
2071 m_taintsize = _size;
2072 }
2073
2074
2075
2076 public void changefloatonwater(float timestep)
2077 {
2078 m_collidesWater = m_taintCollidesWater;
2079
2080 if (prim_geom != IntPtr.Zero)
2081 {
2082 if (m_collidesWater)
2083 {
2084 m_collisionFlags |= CollisionCategories.Water;
2085 }
2086 else
2087 {
2088 m_collisionFlags &= ~CollisionCategories.Water;
2089 }
2090 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2091 }
2092 }
2093
2094 public void changeshape(float timestamp)
2095 {
2096 string oldname = _parent_scene.geom_name_map[prim_geom];
2097
2098 // Cleanup of old prim geometry and Bodies
2099 if (IsPhysical && Body != IntPtr.Zero)
2100 {
2101 if (childPrim)
2102 {
2103 if (_parent != null)
2104 {
2105 OdePrim parent = (OdePrim)_parent;
2106 parent.ChildDelink(this);
2107 }
2108 }
2109 else
2110 {
2111 disableBody();
2112 }
2113 }
2114 try
2115 {
2116 d.GeomDestroy(prim_geom);
2117 }
2118 catch (System.AccessViolationException)
2119 {
2120 prim_geom = IntPtr.Zero;
2121 m_log.Error("[PHYSICS]: PrimGeom dead");
2122 }
2123 prim_geom = IntPtr.Zero;
2124 // we don't need to do space calculation because the client sends a position update also.
2125 if (_size.X <= 0) _size.X = 0.01f;
2126 if (_size.Y <= 0) _size.Y = 0.01f;
2127 if (_size.Z <= 0) _size.Z = 0.01f;
2128 // Construction of new prim
2129
2130 if (_parent_scene.needsMeshing(_pbs))
2131 {
2132 // Don't need to re-enable body.. it's done in SetMesh
2133 float meshlod = _parent_scene.meshSculptLOD;
2134
2135 if (IsPhysical)
2136 meshlod = _parent_scene.MeshSculptphysicalLOD;
2137
2138 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2139 // createmesh returns null when it doesn't mesh.
2140 CreateGeom(m_targetSpace, mesh);
2141 }
2142 else
2143 {
2144 _mesh = null;
2145//Console.WriteLine("changeshape");
2146 CreateGeom(m_targetSpace, null);
2147 }
2148
2149 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2150 d.Quaternion myrot = new d.Quaternion();
2151 //myrot.W = _orientation.w;
2152 myrot.W = _orientation.W;
2153 myrot.X = _orientation.X;
2154 myrot.Y = _orientation.Y;
2155 myrot.Z = _orientation.Z;
2156 d.GeomSetQuaternion(prim_geom, ref myrot);
2157
2158 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2159 if (IsPhysical && Body == IntPtr.Zero)
2160 {
2161 // Re creates body on size.
2162 // EnableBody also does setMass()
2163 enableBody();
2164 if (Body != IntPtr.Zero)
2165 {
2166 d.BodyEnable(Body);
2167 }
2168 }
2169 _parent_scene.geom_name_map[prim_geom] = oldname;
2170
2171 changeSelectedStatus(timestamp);
2172 if (childPrim)
2173 {
2174 if (_parent is OdePrim)
2175 {
2176 OdePrim parent = (OdePrim)_parent;
2177 parent.ChildSetGeom(this);
2178 }
2179 }
2180 resetCollisionAccounting();
2181 m_taintshape = false;
2182 }
2183
2184 public void changeAddForce(float timestamp)
2185 {
2186 if (!m_isSelected)
2187 {
2188 lock (m_forcelist)
2189 {
2190 //m_log.Info("[PHYSICS]: dequeing forcelist");
2191 if (IsPhysical)
2192 {
2193 Vector3 iforce = Vector3.Zero;
2194 int i = 0;
2195 try
2196 {
2197 for (i = 0; i < m_forcelist.Count; i++)
2198 {
2199
2200 iforce = iforce + (m_forcelist[i] * 100);
2201 }
2202 }
2203 catch (IndexOutOfRangeException)
2204 {
2205 m_forcelist = new List<Vector3>();
2206 m_collisionscore = 0;
2207 m_interpenetrationcount = 0;
2208 m_taintforce = false;
2209 return;
2210 }
2211 catch (ArgumentOutOfRangeException)
2212 {
2213 m_forcelist = new List<Vector3>();
2214 m_collisionscore = 0;
2215 m_interpenetrationcount = 0;
2216 m_taintforce = false;
2217 return;
2218 }
2219 d.BodyEnable(Body);
2220 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2221 }
2222 m_forcelist.Clear();
2223 }
2224
2225 m_collisionscore = 0;
2226 m_interpenetrationcount = 0;
2227 }
2228
2229 m_taintforce = false;
2230
2231 }
2232
2233
2234
2235 public void changeSetTorque(float timestamp)
2236 {
2237 if (!m_isSelected)
2238 {
2239 if (IsPhysical && Body != IntPtr.Zero)
2240 {
2241 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2242 }
2243 }
2244
2245 m_taintTorque = Vector3.Zero;
2246 }
2247
2248 public void changeAddAngularForce(float timestamp)
2249 {
2250 if (!m_isSelected)
2251 {
2252 lock (m_angularforcelist)
2253 {
2254 //m_log.Info("[PHYSICS]: dequeing forcelist");
2255 if (IsPhysical)
2256 {
2257 Vector3 iforce = Vector3.Zero;
2258 for (int i = 0; i < m_angularforcelist.Count; i++)
2259 {
2260 iforce = iforce + (m_angularforcelist[i] * 100);
2261 }
2262 d.BodyEnable(Body);
2263 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2264
2265 }
2266 m_angularforcelist.Clear();
2267 }
2268
2269 m_collisionscore = 0;
2270 m_interpenetrationcount = 0;
2271 }
2272
2273 m_taintaddangularforce = false;
2274 }
2275
2276 private void changevelocity(float timestep)
2277 {
2278 if (!m_isSelected)
2279 {
2280 Thread.Sleep(20);
2281 if (IsPhysical)
2282 {
2283 if (Body != IntPtr.Zero)
2284 {
2285 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2286 }
2287 }
2288
2289 //resetCollisionAccounting();
2290 }
2291 m_taintVelocity = Vector3.Zero;
2292 }
2293
2294 public override bool IsPhysical
2295 {
2296 get { return m_isphysical; }
2297 set {
2298 m_isphysical = value;
2299 if (!m_isphysical) // Zero the remembered last velocity
2300 m_lastVelocity = Vector3.Zero;
2301 }
2302 }
2303
2304 public void setPrimForRemoval()
2305 {
2306 m_taintremove = true;
2307 }
2308
2309 public override bool Flying
2310 {
2311 // no flying prims for you
2312 get { return false; }
2313 set { }
2314 }
2315
2316 public override bool IsColliding
2317 {
2318 get { return iscolliding; }
2319 set { iscolliding = value; }
2320 }
2321
2322 public override bool CollidingGround
2323 {
2324 get { return false; }
2325 set { return; }
2326 }
2327
2328 public override bool CollidingObj
2329 {
2330 get { return false; }
2331 set { return; }
2332 }
2333
2334 public override bool ThrottleUpdates
2335 {
2336 get { return m_throttleUpdates; }
2337 set { m_throttleUpdates = value; }
2338 }
2339
2340 public override bool Stopped
2341 {
2342 get { return _zeroFlag; }
2343 }
2344
2345 public override Vector3 Position
2346 {
2347 get { return _position; }
2348
2349 set { _position = value;
2350 //m_log.Info("[PHYSICS]: " + _position.ToString());
2351 }
2352 }
2353
2354 public override Vector3 Size
2355 {
2356 get { return _size; }
2357 set
2358 {
2359 if (value.IsFinite())
2360 {
2361 _size = value;
2362 }
2363 else
2364 {
2365 m_log.Warn("[PHYSICS]: Got NaN Size on object");
2366 }
2367 }
2368 }
2369
2370 public override float Mass
2371 {
2372 get { return CalculateMass(); }
2373 }
2374
2375 public override Vector3 Force
2376 {
2377 //get { return Vector3.Zero; }
2378 get { return m_force; }
2379 set
2380 {
2381 if (value.IsFinite())
2382 {
2383 m_force = value;
2384 }
2385 else
2386 {
2387 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
2388 }
2389 }
2390 }
2391
2392 public override int VehicleType
2393 {
2394 get { return (int)m_vehicle.Type; }
2395 set { m_vehicle.ProcessTypeChange((Vehicle)value); }
2396 }
2397
2398 public override void VehicleFloatParam(int param, float value)
2399 {
2400 m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
2401 }
2402
2403 public override void VehicleVectorParam(int param, Vector3 value)
2404 {
2405 m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
2406 }
2407
2408 public override void VehicleRotationParam(int param, Quaternion rotation)
2409 {
2410 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
2411 }
2412
2413 public override void SetVolumeDetect(int param)
2414 {
2415 lock (_parent_scene.OdeLock)
2416 {
2417 m_isVolumeDetect = (param!=0);
2418 }
2419 }
2420
2421 public override Vector3 CenterOfMass
2422 {
2423 get { return Vector3.Zero; }
2424 }
2425
2426 public override Vector3 GeometricCenter
2427 {
2428 get { return Vector3.Zero; }
2429 }
2430
2431 public override PrimitiveBaseShape Shape
2432 {
2433 set
2434 {
2435 _pbs = value;
2436 m_taintshape = true;
2437 }
2438 }
2439
2440 public override Vector3 Velocity
2441 {
2442 get
2443 {
2444 // Averate previous velocity with the new one so
2445 // client object interpolation works a 'little' better
2446 if (_zeroFlag)
2447 return Vector3.Zero;
2448
2449 Vector3 returnVelocity = Vector3.Zero;
2450 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
2451 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
2452 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
2453 return returnVelocity;
2454 }
2455 set
2456 {
2457 if (value.IsFinite())
2458 {
2459 _velocity = value;
2460
2461 m_taintVelocity = value;
2462 _parent_scene.AddPhysicsActorTaint(this);
2463 }
2464 else
2465 {
2466 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
2467 }
2468
2469 }
2470 }
2471
2472 public override Vector3 Torque
2473 {
2474 get
2475 {
2476 if (!m_isphysical || Body == IntPtr.Zero)
2477 return Vector3.Zero;
2478
2479 return _torque;
2480 }
2481
2482 set
2483 {
2484 if (value.IsFinite())
2485 {
2486 m_taintTorque = value;
2487 _parent_scene.AddPhysicsActorTaint(this);
2488 }
2489 else
2490 {
2491 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
2492 }
2493 }
2494 }
2495
2496 public override float CollisionScore
2497 {
2498 get { return m_collisionscore; }
2499 set { m_collisionscore = value; }
2500 }
2501
2502 public override bool Kinematic
2503 {
2504 get { return false; }
2505 set { }
2506 }
2507
2508 public override Quaternion Orientation
2509 {
2510 get { return _orientation; }
2511 set
2512 {
2513 if (QuaternionIsFinite(value))
2514 {
2515 _orientation = value;
2516 }
2517 else
2518 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
2519
2520 }
2521 }
2522
2523 internal static bool QuaternionIsFinite(Quaternion q)
2524 {
2525 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
2526 return false;
2527 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
2528 return false;
2529 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
2530 return false;
2531 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
2532 return false;
2533 return true;
2534 }
2535
2536 public override Vector3 Acceleration
2537 {
2538 get { return _acceleration; }
2539 }
2540
2541
2542 public void SetAcceleration(Vector3 accel)
2543 {
2544 _acceleration = accel;
2545 }
2546
2547 public override void AddForce(Vector3 force, bool pushforce)
2548 {
2549 if (force.IsFinite())
2550 {
2551 lock (m_forcelist)
2552 m_forcelist.Add(force);
2553
2554 m_taintforce = true;
2555 }
2556 else
2557 {
2558 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
2559 }
2560 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
2561 }
2562
2563 public override void AddAngularForce(Vector3 force, bool pushforce)
2564 {
2565 if (force.IsFinite())
2566 {
2567 m_angularforcelist.Add(force);
2568 m_taintaddangularforce = true;
2569 }
2570 else
2571 {
2572 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
2573 }
2574 }
2575
2576 public override Vector3 RotationalVelocity
2577 {
2578 get
2579 {
2580 Vector3 pv = Vector3.Zero;
2581 if (_zeroFlag)
2582 return pv;
2583 m_lastUpdateSent = false;
2584
2585 if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
2586 return pv;
2587
2588 return m_rotationalVelocity;
2589 }
2590 set
2591 {
2592 if (value.IsFinite())
2593 {
2594 m_rotationalVelocity = value;
2595 }
2596 else
2597 {
2598 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
2599 }
2600 }
2601 }
2602
2603 public override void CrossingFailure()
2604 {
2605 m_crossingfailures++;
2606 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2607 {
2608 base.RaiseOutOfBounds(_position);
2609 return;
2610 }
2611 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2612 {
2613 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
2614 }
2615 }
2616
2617 public override float Buoyancy
2618 {
2619 get { return m_buoyancy; }
2620 set { m_buoyancy = value; }
2621 }
2622
2623 public override void link(PhysicsActor obj)
2624 {
2625 m_taintparent = obj;
2626 }
2627
2628 public override void delink()
2629 {
2630 m_taintparent = null;
2631 }
2632
2633 public override void LockAngularMotion(Vector3 axis)
2634 {
2635 // reverse the zero/non zero values for ODE.
2636 if (axis.IsFinite())
2637 {
2638 axis.X = (axis.X > 0) ? 1f : 0f;
2639 axis.Y = (axis.Y > 0) ? 1f : 0f;
2640 axis.Z = (axis.Z > 0) ? 1f : 0f;
2641 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
2642 m_taintAngularLock = axis;
2643 }
2644 else
2645 {
2646 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
2647 }
2648 }
2649
2650 public void UpdatePositionAndVelocity()
2651 {
2652 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2653 if (_parent == null)
2654 {
2655 Vector3 pv = Vector3.Zero;
2656 bool lastZeroFlag = _zeroFlag;
2657 if (Body != (IntPtr)0) // FIXME -> or if it is a joint
2658 {
2659 d.Vector3 vec = d.BodyGetPosition(Body);
2660 d.Quaternion ori = d.BodyGetQuaternion(Body);
2661 d.Vector3 vel = d.BodyGetLinearVel(Body);
2662 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2663 d.Vector3 torque = d.BodyGetTorque(Body);
2664 _torque = new Vector3(torque.X, torque.Y, torque.Z);
2665 Vector3 l_position = Vector3.Zero;
2666 Quaternion l_orientation = Quaternion.Identity;
2667
2668 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
2669 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2670 //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2671 //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2672 //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2673
2674 m_lastposition = _position;
2675 m_lastorientation = _orientation;
2676
2677 l_position.X = vec.X;
2678 l_position.Y = vec.Y;
2679 l_position.Z = vec.Z;
2680 l_orientation.X = ori.X;
2681 l_orientation.Y = ori.Y;
2682 l_orientation.Z = ori.Z;
2683 l_orientation.W = ori.W;
2684
2685// if(l_position.Y != m_lastposition.Y){
2686// Console.WriteLine("UP&V {0} {1}", m_primName, l_position);
2687// }
2688
2689 if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
2690 {
2691 //base.RaiseOutOfBounds(l_position);
2692
2693 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2694 {
2695 _position = l_position;
2696 //_parent_scene.remActivePrim(this);
2697 if (_parent == null)
2698 base.RequestPhysicsterseUpdate();
2699 return;
2700 }
2701 else
2702 {
2703 if (_parent == null)
2704 base.RaiseOutOfBounds(l_position);
2705 return;
2706 }
2707 }
2708
2709 if (l_position.Z < 0)
2710 {
2711 // This is so prim that get lost underground don't fall forever and suck up
2712 //
2713 // Sim resources and memory.
2714 // Disables the prim's movement physics....
2715 // It's a hack and will generate a console message if it fails.
2716
2717 //IsPhysical = false;
2718 if (_parent == null)
2719 base.RaiseOutOfBounds(_position);
2720
2721 _acceleration.X = 0;
2722 _acceleration.Y = 0;
2723 _acceleration.Z = 0;
2724
2725 _velocity.X = 0;
2726 _velocity.Y = 0;
2727 _velocity.Z = 0;
2728 m_rotationalVelocity.X = 0;
2729 m_rotationalVelocity.Y = 0;
2730 m_rotationalVelocity.Z = 0;
2731
2732 if (_parent == null)
2733 base.RequestPhysicsterseUpdate();
2734
2735 m_throttleUpdates = false;
2736 throttleCounter = 0;
2737 _zeroFlag = true;
2738 //outofBounds = true;
2739 }
2740
2741 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2742//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
2743 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2744 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
2745 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
2746// && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
2747 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
2748 {
2749 _zeroFlag = true;
2750//Console.WriteLine("ZFT 2");
2751 m_throttleUpdates = false;
2752 }
2753 else
2754 {
2755 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2756 _zeroFlag = false;
2757 m_lastUpdateSent = false;
2758 //m_throttleUpdates = false;
2759 }
2760
2761 if (_zeroFlag)
2762 {
2763 _velocity.X = 0.0f;
2764 _velocity.Y = 0.0f;
2765 _velocity.Z = 0.0f;
2766
2767 _acceleration.X = 0;
2768 _acceleration.Y = 0;
2769 _acceleration.Z = 0;
2770
2771 //_orientation.w = 0f;
2772 //_orientation.X = 0f;
2773 //_orientation.Y = 0f;
2774 //_orientation.Z = 0f;
2775 m_rotationalVelocity.X = 0;
2776 m_rotationalVelocity.Y = 0;
2777 m_rotationalVelocity.Z = 0;
2778 if (!m_lastUpdateSent)
2779 {
2780 m_throttleUpdates = false;
2781 throttleCounter = 0;
2782 m_rotationalVelocity = pv;
2783
2784 if (_parent == null)
2785 {
2786 base.RequestPhysicsterseUpdate();
2787 }
2788
2789 m_lastUpdateSent = true;
2790 }
2791 }
2792 else
2793 {
2794 if (lastZeroFlag != _zeroFlag)
2795 {
2796 if (_parent == null)
2797 {
2798 base.RequestPhysicsterseUpdate();
2799 }
2800 }
2801
2802 m_lastVelocity = _velocity;
2803
2804 _position = l_position;
2805
2806 _velocity.X = vel.X;
2807 _velocity.Y = vel.Y;
2808 _velocity.Z = vel.Z;
2809
2810 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2811 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
2812 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2813
2814 if (_velocity.ApproxEquals(pv, 0.5f))
2815 {
2816 m_rotationalVelocity = pv;
2817 }
2818 else
2819 {
2820 m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
2821 }
2822
2823 //m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
2824 _orientation.X = ori.X;
2825 _orientation.Y = ori.Y;
2826 _orientation.Z = ori.Z;
2827 _orientation.W = ori.W;
2828 m_lastUpdateSent = false;
2829 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
2830 {
2831 if (_parent == null)
2832 {
2833 base.RequestPhysicsterseUpdate();
2834 }
2835 }
2836 else
2837 {
2838 throttleCounter++;
2839 }
2840 }
2841 m_lastposition = l_position;
2842 }
2843 else
2844 {
2845 // Not a body.. so Make sure the client isn't interpolating
2846 _velocity.X = 0;
2847 _velocity.Y = 0;
2848 _velocity.Z = 0;
2849
2850 _acceleration.X = 0;
2851 _acceleration.Y = 0;
2852 _acceleration.Z = 0;
2853
2854 m_rotationalVelocity.X = 0;
2855 m_rotationalVelocity.Y = 0;
2856 m_rotationalVelocity.Z = 0;
2857 _zeroFlag = true;
2858 }
2859 }
2860 }
2861
2862 public override bool FloatOnWater
2863 {
2864 set {
2865 m_taintCollidesWater = value;
2866 _parent_scene.AddPhysicsActorTaint(this);
2867 }
2868 }
2869
2870 public override void SetMomentum(Vector3 momentum)
2871 {
2872 }
2873
2874 public override Vector3 PIDTarget
2875 {
2876 set
2877 {
2878 if (value.IsFinite())
2879 {
2880 m_PIDTarget = value;
2881 }
2882 else
2883 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
2884 }
2885 }
2886 public override bool PIDActive { set { m_usePID = value; } }
2887 public override float PIDTau { set { m_PIDTau = value; } }
2888
2889 // For RotLookAt
2890 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2891 public override bool APIDActive { set { m_useAPID = value; } }
2892 public override float APIDStrength { set { m_APIDStrength = value; } }
2893 public override float APIDDamping { set { m_APIDDamping = value; } }
2894
2895 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2896 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2897 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
2898 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
2899
2900 private void createAMotor(Vector3 axis)
2901 {
2902 if (Body == IntPtr.Zero)
2903 return;
2904
2905 if (Amotor != IntPtr.Zero)
2906 {
2907 d.JointDestroy(Amotor);
2908 Amotor = IntPtr.Zero;
2909 }
2910
2911 float axisnum = 3;
2912
2913 axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
2914
2915 // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z);
2916
2917
2918 // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again.
2919 d.Mass objMass;
2920 d.MassSetZero(out objMass);
2921 DMassCopy(ref pMass, ref objMass);
2922
2923 //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2924
2925 Matrix4 dMassMat = FromDMass(objMass);
2926
2927 Matrix4 mathmat = Inverse(dMassMat);
2928
2929 /*
2930 //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]);
2931
2932 mathmat = Inverse(mathmat);
2933
2934
2935 objMass = FromMatrix4(mathmat, ref objMass);
2936 //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2937
2938 mathmat = Inverse(mathmat);
2939 */
2940 if (axis.X == 0)
2941 {
2942 mathmat.M33 = 50.0000001f;
2943 //objMass.I.M22 = 0;
2944 }
2945 if (axis.Y == 0)
2946 {
2947 mathmat.M22 = 50.0000001f;
2948 //objMass.I.M11 = 0;
2949 }
2950 if (axis.Z == 0)
2951 {
2952 mathmat.M11 = 50.0000001f;
2953 //objMass.I.M00 = 0;
2954 }
2955
2956
2957
2958 mathmat = Inverse(mathmat);
2959 objMass = FromMatrix4(mathmat, ref objMass);
2960 //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2961
2962 //return;
2963 if (d.MassCheck(ref objMass))
2964 {
2965 d.BodySetMass(Body, ref objMass);
2966 }
2967 else
2968 {
2969 //m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
2970 }
2971
2972 if (axisnum <= 0)
2973 return;
2974 // int dAMotorEuler = 1;
2975
2976 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
2977 d.JointAttach(Amotor, Body, IntPtr.Zero);
2978 d.JointSetAMotorMode(Amotor, 0);
2979
2980 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
2981 int i = 0;
2982
2983 if (axis.X == 0)
2984 {
2985 d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
2986 i++;
2987 }
2988
2989 if (axis.Y == 0)
2990 {
2991 d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
2992 i++;
2993 }
2994
2995 if (axis.Z == 0)
2996 {
2997 d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
2998 i++;
2999 }
3000
3001 for (int j = 0; j < (int)axisnum; j++)
3002 {
3003 //d.JointSetAMotorAngle(Amotor, j, 0);
3004 }
3005
3006 //d.JointSetAMotorAngle(Amotor, 1, 0);
3007 //d.JointSetAMotorAngle(Amotor, 2, 0);
3008
3009 // These lowstops and high stops are effectively (no wiggle room)
3010 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
3011 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
3012 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
3013 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3014 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3015 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3016 //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
3017 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
3018 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
3019
3020 }
3021
3022 public Matrix4 FromDMass(d.Mass pMass)
3023 {
3024 Matrix4 obj;
3025 obj.M11 = pMass.I.M00;
3026 obj.M12 = pMass.I.M01;
3027 obj.M13 = pMass.I.M02;
3028 obj.M14 = 0;
3029 obj.M21 = pMass.I.M10;
3030 obj.M22 = pMass.I.M11;
3031 obj.M23 = pMass.I.M12;
3032 obj.M24 = 0;
3033 obj.M31 = pMass.I.M20;
3034 obj.M32 = pMass.I.M21;
3035 obj.M33 = pMass.I.M22;
3036 obj.M34 = 0;
3037 obj.M41 = 0;
3038 obj.M42 = 0;
3039 obj.M43 = 0;
3040 obj.M44 = 1;
3041 return obj;
3042 }
3043
3044 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
3045 {
3046 obj.I.M00 = pMat[0, 0];
3047 obj.I.M01 = pMat[0, 1];
3048 obj.I.M02 = pMat[0, 2];
3049 obj.I.M10 = pMat[1, 0];
3050 obj.I.M11 = pMat[1, 1];
3051 obj.I.M12 = pMat[1, 2];
3052 obj.I.M20 = pMat[2, 0];
3053 obj.I.M21 = pMat[2, 1];
3054 obj.I.M22 = pMat[2, 2];
3055 return obj;
3056 }
3057
3058 public override void SubscribeEvents(int ms)
3059 {
3060 m_eventsubscription = ms;
3061 _parent_scene.addCollisionEventReporting(this);
3062 }
3063
3064 public override void UnSubscribeEvents()
3065 {
3066 _parent_scene.remCollisionEventReporting(this);
3067 m_eventsubscription = 0;
3068 }
3069
3070 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
3071 {
3072 if (CollisionEventsThisFrame == null)
3073 CollisionEventsThisFrame = new CollisionEventUpdate();
3074 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
3075 }
3076
3077 public void SendCollisions()
3078 {
3079 if (CollisionEventsThisFrame == null)
3080 return;
3081
3082 base.SendCollisionUpdate(CollisionEventsThisFrame);
3083
3084 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
3085 CollisionEventsThisFrame = null;
3086 else
3087 CollisionEventsThisFrame = new CollisionEventUpdate();
3088 }
3089
3090 public override bool SubscribedEvents()
3091 {
3092 if (m_eventsubscription > 0)
3093 return true;
3094 return false;
3095 }
3096
3097 public static Matrix4 Inverse(Matrix4 pMat)
3098 {
3099 if (determinant3x3(pMat) == 0)
3100 {
3101 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
3102 }
3103
3104
3105
3106 return (Adjoint(pMat) / determinant3x3(pMat));
3107 }
3108
3109 public static Matrix4 Adjoint(Matrix4 pMat)
3110 {
3111 Matrix4 adjointMatrix = new Matrix4();
3112 for (int i=0; i<4; i++)
3113 {
3114 for (int j=0; j<4; j++)
3115 {
3116 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3117 }
3118 }
3119
3120 adjointMatrix = Transpose(adjointMatrix);
3121 return adjointMatrix;
3122 }
3123
3124 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3125 {
3126 Matrix4 minor = new Matrix4();
3127 int m = 0, n = 0;
3128 for (int i = 0; i < 4; i++)
3129 {
3130 if (i == iRow)
3131 continue;
3132 n = 0;
3133 for (int j = 0; j < 4; j++)
3134 {
3135 if (j == iCol)
3136 continue;
3137 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
3138 n++;
3139 }
3140 m++;
3141 }
3142 return minor;
3143 }
3144
3145 public static Matrix4 Transpose(Matrix4 pMat)
3146 {
3147 Matrix4 transposeMatrix = new Matrix4();
3148 for (int i = 0; i < 4; i++)
3149 for (int j = 0; j < 4; j++)
3150 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3151 return transposeMatrix;
3152 }
3153
3154 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3155 {
3156 switch (r)
3157 {
3158 case 0:
3159 switch (c)
3160 {
3161 case 0:
3162 pMat.M11 = val;
3163 break;
3164 case 1:
3165 pMat.M12 = val;
3166 break;
3167 case 2:
3168 pMat.M13 = val;
3169 break;
3170 case 3:
3171 pMat.M14 = val;
3172 break;
3173 }
3174
3175 break;
3176 case 1:
3177 switch (c)
3178 {
3179 case 0:
3180 pMat.M21 = val;
3181 break;
3182 case 1:
3183 pMat.M22 = val;
3184 break;
3185 case 2:
3186 pMat.M23 = val;
3187 break;
3188 case 3:
3189 pMat.M24 = val;
3190 break;
3191 }
3192
3193 break;
3194 case 2:
3195 switch (c)
3196 {
3197 case 0:
3198 pMat.M31 = val;
3199 break;
3200 case 1:
3201 pMat.M32 = val;
3202 break;
3203 case 2:
3204 pMat.M33 = val;
3205 break;
3206 case 3:
3207 pMat.M34 = val;
3208 break;
3209 }
3210
3211 break;
3212 case 3:
3213 switch (c)
3214 {
3215 case 0:
3216 pMat.M41 = val;
3217 break;
3218 case 1:
3219 pMat.M42 = val;
3220 break;
3221 case 2:
3222 pMat.M43 = val;
3223 break;
3224 case 3:
3225 pMat.M44 = val;
3226 break;
3227 }
3228
3229 break;
3230 }
3231 }
3232 private static float determinant3x3(Matrix4 pMat)
3233 {
3234 float det = 0;
3235 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
3236 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
3237 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
3238 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
3239 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
3240 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
3241
3242 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3243 return det;
3244
3245 }
3246
3247 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3248 {
3249 dst.c.W = src.c.W;
3250 dst.c.X = src.c.X;
3251 dst.c.Y = src.c.Y;
3252 dst.c.Z = src.c.Z;
3253 dst.mass = src.mass;
3254 dst.I.M00 = src.I.M00;
3255 dst.I.M01 = src.I.M01;
3256 dst.I.M02 = src.I.M02;
3257 dst.I.M10 = src.I.M10;
3258 dst.I.M11 = src.I.M11;
3259 dst.I.M12 = src.I.M12;
3260 dst.I.M20 = src.I.M20;
3261 dst.I.M21 = src.I.M21;
3262 dst.I.M22 = src.I.M22;
3263 }
3264
3265 public override void SetMaterial(int pMaterial)
3266 {
3267 m_material = pMaterial;
3268 }
3269
3270 }
3271}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 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.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
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
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..f48649e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.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
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // 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).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
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 cStartStop = 0;
291 //private string cDictKey = "";
292
293 public IntPtr space;
294
295 //private IntPtr tmpSpace;
296 // split static geometry collision handling into spaces of 30 meters
297 public IntPtr[,] staticPrimspace;
298
299 public Object OdeLock;
300
301 public IMesher mesher;
302
303 private IConfigSource m_config;
304
305 public bool physics_logging = false;
306 public int physics_logging_interval = 0;
307 public bool physics_logging_append_existing_logfile = false;
308
309 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
310 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
311
312 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
313 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
314 // TODO: unused: private uint heightmapWidthSamples;
315 // TODO: unused: private uint heightmapHeightSamples;
316
317 private volatile int m_global_contactcount = 0;
318
319 private Vector3 m_worldOffset = Vector3.Zero;
320 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
321 private PhysicsScene m_parentScene = null;
322
323 private ODERayCastRequestManager m_rayCastManager;
324
325 /// <summary>
326 /// Initiailizes the scene
327 /// Sets many properties that ODE requires to be stable
328 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
329 /// </summary>
330 public OdeScene(CollisionLocker dode, string sceneIdentifier)
331 {
332 m_log
333 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
334
335 OdeLock = new Object();
336 ode = dode;
337 nearCallback = near;
338 triCallback = TriCallback;
339 triArrayCallback = TriArrayCallback;
340 m_rayCastManager = new ODERayCastRequestManager(this);
341 lock (OdeLock)
342 {
343 // Create the world and the first space
344 world = d.WorldCreate();
345 space = d.HashSpaceCreate(IntPtr.Zero);
346
347
348 contactgroup = d.JointGroupCreate(0);
349 //contactgroup
350
351 d.WorldSetAutoDisableFlag(world, false);
352 #if USE_DRAWSTUFF
353
354 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
355 viewthread.Start();
356 #endif
357 }
358
359
360 _watermap = new float[258 * 258];
361
362 // Zero out the prim spaces array (we split our space into smaller spaces so
363 // we can hit test less.
364 }
365
366#if USE_DRAWSTUFF
367 public void startvisualization(object o)
368 {
369 ds.Functions fn;
370 fn.version = ds.VERSION;
371 fn.start = new ds.CallbackFunction(start);
372 fn.step = new ds.CallbackFunction(step);
373 fn.command = new ds.CallbackFunction(command);
374 fn.stop = null;
375 fn.path_to_textures = "./textures";
376 string[] args = new string[0];
377 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
378 }
379#endif
380
381 // Initialize the mesh plugin
382 public override void Initialise(IMesher meshmerizer, IConfigSource config)
383 {
384 mesher = meshmerizer;
385 m_config = config;
386 // Defaults
387
388 if (Environment.OSVersion.Platform == PlatformID.Unix)
389 {
390 avPIDD = 3200.0f;
391 avPIDP = 1400.0f;
392 avStandupTensor = 2000000f;
393 }
394 else
395 {
396 avPIDD = 2200.0f;
397 avPIDP = 900.0f;
398 avStandupTensor = 550000f;
399 }
400
401 int contactsPerCollision = 80;
402
403 if (m_config != null)
404 {
405 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
406 if (physicsconfig != null)
407 {
408 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
409 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
410 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
411
412 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
413 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
414
415 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
416 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
417 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
418
419 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
420
421 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
422 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
423 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
424
425 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
426 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
427 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
428
429 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
430 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
431
432 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
433 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
434
435 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
436 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
437
438 avDensity = physicsconfig.GetFloat("av_density", 80f);
439 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
440 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
441 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
442 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
443 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
444
445 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
446
447 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
448 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
449 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
450
451 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
452 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
453
454 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
455 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
456
457 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
458 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
459 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
460 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
461 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
462
463 if (Environment.OSVersion.Platform == PlatformID.Unix)
464 {
465 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
466 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
467 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
468 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
469 }
470 else
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
474 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
475 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
476 }
477
478 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
479 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
480 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
481
482 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
483 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
484 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
485 }
486 }
487
488 contacts = new d.ContactGeom[contactsPerCollision];
489
490 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
491
492 // Centeral contact friction and bounce
493 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
494 // an avatar falls through in Z but not in X or Y when walking on a prim.
495 contact.surface.mode |= d.ContactFlags.SoftERP;
496 contact.surface.mu = nmAvatarObjectContactFriction;
497 contact.surface.bounce = nmAvatarObjectContactBounce;
498 contact.surface.soft_cfm = 0.010f;
499 contact.surface.soft_erp = 0.010f;
500
501 // Terrain contact friction and Bounce
502 // This is the *non* moving version. Use this when an avatar
503 // isn't moving to keep it in place better
504 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
505 TerrainContact.surface.mu = nmTerrainContactFriction;
506 TerrainContact.surface.bounce = nmTerrainContactBounce;
507 TerrainContact.surface.soft_erp = nmTerrainContactERP;
508
509 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
510 WaterContact.surface.mu = 0f; // No friction
511 WaterContact.surface.bounce = 0.0f; // No bounce
512 WaterContact.surface.soft_cfm = 0.010f;
513 WaterContact.surface.soft_erp = 0.010f;
514
515 // Prim contact friction and bounce
516 // THis is the *non* moving version of friction and bounce
517 // Use this when an avatar comes in contact with a prim
518 // and is moving
519 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
520 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
521
522 // Terrain contact friction bounce and various error correcting calculations
523 // Use this when an avatar is in contact with the terrain and moving.
524 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
525 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
526 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
527 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
528
529
530 /*
531 <summary></summary>
532 Stone = 0,
533 /// <summary></summary>
534 Metal = 1,
535 /// <summary></summary>
536 Glass = 2,
537 /// <summary></summary>
538 Wood = 3,
539 /// <summary></summary>
540 Flesh = 4,
541 /// <summary></summary>
542 Plastic = 5,
543 /// <summary></summary>
544 Rubber = 6
545 */
546
547 m_materialContacts = new d.Contact[7,2];
548
549 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
551 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
552 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
553 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
554 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
555
556 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
558 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
559 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
560 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
561 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
562
563 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
565 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
566 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
567 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
568 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
569
570 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
572 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
573 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
574 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
575 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
576
577 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
579 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
580 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
581 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
582 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
583
584 /*
585 private float nmAvatarObjectContactFriction = 250f;
586 private float nmAvatarObjectContactBounce = 0.1f;
587
588 private float mAvatarObjectContactFriction = 75f;
589 private float mAvatarObjectContactBounce = 0.1f;
590 */
591 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
592 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
593 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
594 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
595 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
596 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
597
598 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
599 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
600 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
601 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
602 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
603 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
604
605 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
606 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
607 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
608 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
609 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
610 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
611
612 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
613 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
614 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
615 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
616 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
617 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
618
619 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
620 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
621 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
622 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
623 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
624 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
625
626 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
627 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
628 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
629 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
630 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
631 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
632
633 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
634 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
635 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
636 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
637 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
638 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
639
640 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
641 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
642 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
643 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
644 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
645 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
646
647 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
648 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
649 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
650 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
651 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
652 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
653
654 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
655
656 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
657
658 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
659 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
660
661 d.WorldSetLinearDamping(world, 256f);
662 d.WorldSetAngularDamping(world, 256f);
663 d.WorldSetAngularDampingThreshold(world, 256f);
664 d.WorldSetLinearDampingThreshold(world, 256f);
665 d.WorldSetMaxAngularSpeed(world, 256f);
666
667 // Set how many steps we go without running collision testing
668 // This is in addition to the step size.
669 // Essentially Steps * m_physicsiterations
670 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
671 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
672
673
674
675 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
676 {
677 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
678 {
679 staticPrimspace[i, j] = IntPtr.Zero;
680 }
681 }
682 }
683
684 internal void waitForSpaceUnlock(IntPtr space)
685 {
686 //if (space != IntPtr.Zero)
687 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
688 }
689
690 /// <summary>
691 /// Debug space message for printing the space that a prim/avatar is in.
692 /// </summary>
693 /// <param name="pos"></param>
694 /// <returns>Returns which split up space the given position is in.</returns>
695 public string whichspaceamIin(Vector3 pos)
696 {
697 return calculateSpaceForGeom(pos).ToString();
698 }
699
700 #region Collision Detection
701
702 /// <summary>
703 /// This is our near callback. A geometry is near a body
704 /// </summary>
705 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
706 /// <param name="g1">a geometry or space</param>
707 /// <param name="g2">another geometry or space</param>
708 private void near(IntPtr space, IntPtr g1, IntPtr g2)
709 {
710 // no lock here! It's invoked from within Simulate(), which is thread-locked
711
712 // Test if we're colliding a geom with a space.
713 // If so we have to drill down into the space recursively
714
715 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
716 {
717 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
718 return;
719
720 // Separating static prim geometry spaces.
721 // We'll be calling near recursivly if one
722 // of them is a space to find all of the
723 // contact points in the space
724 try
725 {
726 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
727 }
728 catch (AccessViolationException)
729 {
730 m_log.Warn("[PHYSICS]: Unable to collide test a space");
731 return;
732 }
733 //Colliding a space or a geom with a space or a geom. so drill down
734
735 //Collide all geoms in each space..
736 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
737 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
738 return;
739 }
740
741 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
742 return;
743
744 IntPtr b1 = d.GeomGetBody(g1);
745 IntPtr b2 = d.GeomGetBody(g2);
746
747 // d.GeomClassID id = d.GeomGetClass(g1);
748
749 String name1 = null;
750 String name2 = null;
751
752 if (!geom_name_map.TryGetValue(g1, out name1))
753 {
754 name1 = "null";
755 }
756 if (!geom_name_map.TryGetValue(g2, out name2))
757 {
758 name2 = "null";
759 }
760
761 //if (id == d.GeomClassId.TriMeshClass)
762 //{
763 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
764 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
765 //}
766
767 // Figure out how many contact points we have
768 int count = 0;
769 try
770 {
771 // Colliding Geom To Geom
772 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
773
774 if (g1 == g2)
775 return; // Can't collide with yourself
776
777 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
778 return;
779
780 lock (contacts)
781 {
782 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
783 if (count > contacts.Length)
784 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
785 }
786 }
787 catch (SEHException)
788 {
789 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.");
790 ode.drelease(world);
791 base.TriggerPhysicsBasedRestart();
792 }
793 catch (Exception e)
794 {
795 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
796 return;
797 }
798
799 PhysicsActor p1;
800 PhysicsActor p2;
801
802 if (!actor_name_map.TryGetValue(g1, out p1))
803 {
804 p1 = PANull;
805 }
806
807 if (!actor_name_map.TryGetValue(g2, out p2))
808 {
809 p2 = PANull;
810 }
811
812 ContactPoint maxDepthContact = new ContactPoint();
813 if (p1.CollisionScore + count >= float.MaxValue)
814 p1.CollisionScore = 0;
815 p1.CollisionScore += count;
816
817 if (p2.CollisionScore + count >= float.MaxValue)
818 p2.CollisionScore = 0;
819 p2.CollisionScore += count;
820
821 for (int i = 0; i < count; i++)
822 {
823 d.ContactGeom curContact = contacts[i];
824
825 if (curContact.depth > maxDepthContact.PenetrationDepth)
826 {
827 maxDepthContact = new ContactPoint(
828 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
829 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
830 curContact.depth
831 );
832 }
833
834 //m_log.Warn("[CCOUNT]: " + count);
835 IntPtr joint;
836 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
837 // allows us to have different settings
838
839 // We only need to test p2 for 'jump crouch purposes'
840 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
841 {
842 // Testing if the collision is at the feet of the avatar
843
844 //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));
845 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
846 p2.IsColliding = true;
847 }
848 else
849 {
850 p2.IsColliding = true;
851 }
852
853 //if ((framecount % m_returncollisions) == 0)
854
855 switch (p1.PhysicsActorType)
856 {
857 case (int)ActorTypes.Agent:
858 p2.CollidingObj = true;
859 break;
860 case (int)ActorTypes.Prim:
861 if (p2.Velocity.LengthSquared() > 0.0f)
862 p2.CollidingObj = true;
863 break;
864 case (int)ActorTypes.Unknown:
865 p2.CollidingGround = true;
866 break;
867 default:
868 p2.CollidingGround = true;
869 break;
870 }
871
872 // we don't want prim or avatar to explode
873
874 #region InterPenetration Handling - Unintended physics explosions
875# region disabled code1
876
877 if (curContact.depth >= 0.08f)
878 {
879 //This is disabled at the moment only because it needs more tweaking
880 //It will eventually be uncommented
881 /*
882 if (contact.depth >= 1.00f)
883 {
884 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
885 }
886
887 //If you interpenetrate a prim with an agent
888 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
889 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
890 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
891 p2.PhysicsActorType == (int) ActorTypes.Prim))
892 {
893
894 //contact.depth = contact.depth * 4.15f;
895 /*
896 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
897 {
898 p2.CollidingObj = true;
899 contact.depth = 0.003f;
900 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
901 OdeCharacter character = (OdeCharacter) p2;
902 character.SetPidStatus(true);
903 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));
904
905 }
906 else
907 {
908
909 //contact.depth = 0.0000000f;
910 }
911 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
912 {
913
914 p1.CollidingObj = true;
915 contact.depth = 0.003f;
916 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
917 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));
918 OdeCharacter character = (OdeCharacter)p1;
919 character.SetPidStatus(true);
920 }
921 else
922 {
923
924 //contact.depth = 0.0000000f;
925 }
926
927
928
929 }
930*/
931 // If you interpenetrate a prim with another prim
932 /*
933 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
934 {
935 #region disabledcode2
936 //OdePrim op1 = (OdePrim)p1;
937 //OdePrim op2 = (OdePrim)p2;
938 //op1.m_collisionscore++;
939 //op2.m_collisionscore++;
940
941 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
942 //{
943 //op1.m_taintdisable = true;
944 //AddPhysicsActorTaint(p1);
945 //op2.m_taintdisable = true;
946 //AddPhysicsActorTaint(p2);
947 //}
948
949 //if (contact.depth >= 0.25f)
950 //{
951 // Don't collide, one or both prim will expld.
952
953 //op1.m_interpenetrationcount++;
954 //op2.m_interpenetrationcount++;
955 //interpenetrations_before_disable = 200;
956 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
957 //{
958 //op1.m_taintdisable = true;
959 //AddPhysicsActorTaint(p1);
960 //}
961 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
962 //{
963 // op2.m_taintdisable = true;
964 //AddPhysicsActorTaint(p2);
965 //}
966
967 //contact.depth = contact.depth / 8f;
968 //contact.normal = new d.Vector3(0, 0, 1);
969 //}
970 //if (op1.m_disabled || op2.m_disabled)
971 //{
972 //Manually disabled objects stay disabled
973 //contact.depth = 0f;
974 //}
975 #endregion
976 }
977 */
978#endregion
979 if (curContact.depth >= 1.00f)
980 {
981 //m_log.Info("[P]: " + contact.depth.ToString());
982 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
983 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
984 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
985 p2.PhysicsActorType == (int) ActorTypes.Unknown))
986 {
987 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
988 {
989 if (p2 is OdeCharacter)
990 {
991 OdeCharacter character = (OdeCharacter) p2;
992
993 //p2.CollidingObj = true;
994 curContact.depth = 0.00000003f;
995 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
996 curContact.pos =
997 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
998 curContact.pos.Y + (p1.Size.Y/2),
999 curContact.pos.Z + (p1.Size.Z/2));
1000 character.SetPidStatus(true);
1001 }
1002 }
1003
1004
1005 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1006 {
1007 if (p1 is OdeCharacter)
1008 {
1009 OdeCharacter character = (OdeCharacter) p1;
1010
1011 //p2.CollidingObj = true;
1012 curContact.depth = 0.00000003f;
1013 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1014 curContact.pos =
1015 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1016 curContact.pos.Y + (p1.Size.Y/2),
1017 curContact.pos.Z + (p1.Size.Z/2));
1018 character.SetPidStatus(true);
1019 }
1020 }
1021 }
1022 }
1023 }
1024
1025 #endregion
1026
1027 // Logic for collision handling
1028 // Note, that if *all* contacts are skipped (VolumeDetect)
1029 // The prim still detects (and forwards) collision events but
1030 // appears to be phantom for the world
1031 Boolean skipThisContact = false;
1032
1033 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1034 skipThisContact = true; // No collision on volume detect prims
1035
1036 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1037 skipThisContact = true; // No collision on volume detect prims
1038
1039 if (!skipThisContact && curContact.depth < 0f)
1040 skipThisContact = true;
1041
1042 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1043 skipThisContact = true;
1044
1045 const int maxContactsbeforedeath = 4000;
1046 joint = IntPtr.Zero;
1047
1048 if (!skipThisContact)
1049 {
1050 // If we're colliding against terrain
1051 if (name1 == "Terrain" || name2 == "Terrain")
1052 {
1053 // If we're moving
1054 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1055 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1056 {
1057 // Use the movement terrain contact
1058 AvatarMovementTerrainContact.geom = curContact;
1059 _perloopContact.Add(curContact);
1060 if (m_global_contactcount < maxContactsbeforedeath)
1061 {
1062 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1063 m_global_contactcount++;
1064 }
1065 }
1066 else
1067 {
1068 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1069 {
1070 // Use the non moving terrain contact
1071 TerrainContact.geom = curContact;
1072 _perloopContact.Add(curContact);
1073 if (m_global_contactcount < maxContactsbeforedeath)
1074 {
1075 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1076 m_global_contactcount++;
1077 }
1078 }
1079 else
1080 {
1081 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1082 {
1083 // prim prim contact
1084 // int pj294950 = 0;
1085 int movintYN = 0;
1086 int material = (int) Material.Wood;
1087 // prim terrain contact
1088 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1089 {
1090 movintYN = 1;
1091 }
1092
1093 if (p2 is OdePrim)
1094 material = ((OdePrim)p2).m_material;
1095
1096 //m_log.DebugFormat("Material: {0}", material);
1097 m_materialContacts[material, movintYN].geom = curContact;
1098 _perloopContact.Add(curContact);
1099
1100 if (m_global_contactcount < maxContactsbeforedeath)
1101 {
1102 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1103 m_global_contactcount++;
1104
1105 }
1106
1107 }
1108 else
1109 {
1110
1111 int movintYN = 0;
1112 // prim terrain contact
1113 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1114 {
1115 movintYN = 1;
1116 }
1117
1118 int material = (int)Material.Wood;
1119
1120 if (p2 is OdePrim)
1121 material = ((OdePrim)p2).m_material;
1122 //m_log.DebugFormat("Material: {0}", material);
1123 m_materialContacts[material, movintYN].geom = curContact;
1124 _perloopContact.Add(curContact);
1125
1126 if (m_global_contactcount < maxContactsbeforedeath)
1127 {
1128 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1129 m_global_contactcount++;
1130
1131 }
1132 }
1133 }
1134 }
1135 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1136 //{
1137 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1138 //}
1139 }
1140 else if (name1 == "Water" || name2 == "Water")
1141 {
1142 /*
1143 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1144 {
1145 }
1146 else
1147 {
1148 }
1149 */
1150 //WaterContact.surface.soft_cfm = 0.0000f;
1151 //WaterContact.surface.soft_erp = 0.00000f;
1152 if (curContact.depth > 0.1f)
1153 {
1154 curContact.depth *= 52;
1155 //contact.normal = new d.Vector3(0, 0, 1);
1156 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1157 }
1158 WaterContact.geom = curContact;
1159 _perloopContact.Add(curContact);
1160 if (m_global_contactcount < maxContactsbeforedeath)
1161 {
1162 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1163 m_global_contactcount++;
1164 }
1165 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1166 }
1167 else
1168 {
1169 // we're colliding with prim or avatar
1170 // check if we're moving
1171 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1172 {
1173 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1174 {
1175 // Use the Movement prim contact
1176 AvatarMovementprimContact.geom = curContact;
1177 _perloopContact.Add(curContact);
1178 if (m_global_contactcount < maxContactsbeforedeath)
1179 {
1180 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1181 m_global_contactcount++;
1182 }
1183 }
1184 else
1185 {
1186 // Use the non movement contact
1187 contact.geom = curContact;
1188 _perloopContact.Add(curContact);
1189
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref contact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 }
1197 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1198 {
1199 //p1.PhysicsActorType
1200 int material = (int)Material.Wood;
1201
1202 if (p2 is OdePrim)
1203 material = ((OdePrim)p2).m_material;
1204
1205 //m_log.DebugFormat("Material: {0}", material);
1206 m_materialContacts[material, 0].geom = curContact;
1207 _perloopContact.Add(curContact);
1208
1209 if (m_global_contactcount < maxContactsbeforedeath)
1210 {
1211 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1212 m_global_contactcount++;
1213
1214 }
1215 }
1216 }
1217
1218 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1219 {
1220 d.JointAttach(joint, b1, b2);
1221 m_global_contactcount++;
1222 }
1223
1224 }
1225 collision_accounting_events(p1, p2, maxDepthContact);
1226 if (count > geomContactPointsStartthrottle)
1227 {
1228 // If there are more then 3 contact points, it's likely
1229 // that we've got a pile of objects, so ...
1230 // We don't want to send out hundreds of terse updates over and over again
1231 // so lets throttle them and send them again after it's somewhat sorted out.
1232 p2.ThrottleUpdates = true;
1233 }
1234 //m_log.Debug(count.ToString());
1235 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1236 }
1237 }
1238
1239 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1240 {
1241 bool result = false;
1242 //return result;
1243 if (!m_filterCollisions)
1244 return false;
1245
1246 ActorTypes at = (ActorTypes)atype;
1247 lock (_perloopContact)
1248 {
1249 foreach (d.ContactGeom contact in _perloopContact)
1250 {
1251 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1252 //{
1253 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1254 if (at == ActorTypes.Agent)
1255 {
1256 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)
1257 {
1258
1259 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1260 {
1261 //contactGeom.depth *= .00005f;
1262 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1263 // 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));
1264 result = true;
1265 break;
1266 }
1267 else
1268 {
1269 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1270 }
1271 }
1272 else
1273 {
1274 //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));
1275 //int i = 0;
1276 }
1277 }
1278 else if (at == ActorTypes.Prim)
1279 {
1280 //d.AABB aabb1 = new d.AABB();
1281 //d.AABB aabb2 = new d.AABB();
1282
1283 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1284 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1285 //aabb1.
1286 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)
1287 {
1288 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1289 {
1290 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1291 {
1292 result = true;
1293 break;
1294 }
1295 }
1296 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1297 //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));
1298 }
1299
1300 }
1301
1302 //}
1303
1304 }
1305 }
1306 return result;
1307 }
1308
1309 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1310 {
1311 // obj1LocalID = 0;
1312 //returncollisions = false;
1313 obj2LocalID = 0;
1314 //ctype = 0;
1315 //cStartStop = 0;
1316 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1317 return;
1318
1319 switch ((ActorTypes)p2.PhysicsActorType)
1320 {
1321 case ActorTypes.Agent:
1322 cc2 = (OdeCharacter)p2;
1323
1324 // obj1LocalID = cc2.m_localID;
1325 switch ((ActorTypes)p1.PhysicsActorType)
1326 {
1327 case ActorTypes.Agent:
1328 cc1 = (OdeCharacter)p1;
1329 obj2LocalID = cc1.m_localID;
1330 cc1.AddCollisionEvent(cc2.m_localID, contact);
1331 //ctype = (int)CollisionCategories.Character;
1332
1333 //if (cc1.CollidingObj)
1334 //cStartStop = (int)StatusIndicators.Generic;
1335 //else
1336 //cStartStop = (int)StatusIndicators.Start;
1337
1338 //returncollisions = true;
1339 break;
1340 case ActorTypes.Prim:
1341 if (p1 is OdePrim)
1342 {
1343 cp1 = (OdePrim) p1;
1344 obj2LocalID = cp1.m_localID;
1345 cp1.AddCollisionEvent(cc2.m_localID, contact);
1346 }
1347 //ctype = (int)CollisionCategories.Geom;
1348
1349 //if (cp1.CollidingObj)
1350 //cStartStop = (int)StatusIndicators.Generic;
1351 //else
1352 //cStartStop = (int)StatusIndicators.Start;
1353
1354 //returncollisions = true;
1355 break;
1356
1357 case ActorTypes.Ground:
1358 case ActorTypes.Unknown:
1359 obj2LocalID = 0;
1360 //ctype = (int)CollisionCategories.Land;
1361 //returncollisions = true;
1362 break;
1363 }
1364
1365 cc2.AddCollisionEvent(obj2LocalID, contact);
1366 break;
1367 case ActorTypes.Prim:
1368
1369 if (p2 is OdePrim)
1370 {
1371 cp2 = (OdePrim) p2;
1372
1373 // obj1LocalID = cp2.m_localID;
1374 switch ((ActorTypes) p1.PhysicsActorType)
1375 {
1376 case ActorTypes.Agent:
1377 if (p1 is OdeCharacter)
1378 {
1379 cc1 = (OdeCharacter) p1;
1380 obj2LocalID = cc1.m_localID;
1381 cc1.AddCollisionEvent(cp2.m_localID, contact);
1382 //ctype = (int)CollisionCategories.Character;
1383
1384 //if (cc1.CollidingObj)
1385 //cStartStop = (int)StatusIndicators.Generic;
1386 //else
1387 //cStartStop = (int)StatusIndicators.Start;
1388 //returncollisions = true;
1389 }
1390 break;
1391 case ActorTypes.Prim:
1392
1393 if (p1 is OdePrim)
1394 {
1395 cp1 = (OdePrim) p1;
1396 obj2LocalID = cp1.m_localID;
1397 cp1.AddCollisionEvent(cp2.m_localID, contact);
1398 //ctype = (int)CollisionCategories.Geom;
1399
1400 //if (cp1.CollidingObj)
1401 //cStartStop = (int)StatusIndicators.Generic;
1402 //else
1403 //cStartStop = (int)StatusIndicators.Start;
1404
1405 //returncollisions = true;
1406 }
1407 break;
1408
1409 case ActorTypes.Ground:
1410 case ActorTypes.Unknown:
1411 obj2LocalID = 0;
1412 //ctype = (int)CollisionCategories.Land;
1413
1414 //returncollisions = true;
1415 break;
1416 }
1417
1418 cp2.AddCollisionEvent(obj2LocalID, contact);
1419 }
1420 break;
1421 }
1422 //if (returncollisions)
1423 //{
1424
1425 //lock (m_storedCollisions)
1426 //{
1427 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1428 //if (m_storedCollisions.ContainsKey(cDictKey))
1429 //{
1430 //sCollisionData objd = m_storedCollisions[cDictKey];
1431 //objd.NumberOfCollisions += 1;
1432 //objd.lastframe = framecount;
1433 //m_storedCollisions[cDictKey] = objd;
1434 //}
1435 //else
1436 //{
1437 //sCollisionData objd = new sCollisionData();
1438 //objd.ColliderLocalId = obj1LocalID;
1439 //objd.CollidedWithLocalId = obj2LocalID;
1440 //objd.CollisionType = ctype;
1441 //objd.NumberOfCollisions = 1;
1442 //objd.lastframe = framecount;
1443 //objd.StatusIndicator = cStartStop;
1444 //m_storedCollisions.Add(cDictKey, objd);
1445 //}
1446 //}
1447 // }
1448 }
1449
1450 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1451 {
1452 /* String name1 = null;
1453 String name2 = null;
1454
1455 if (!geom_name_map.TryGetValue(trimesh, out name1))
1456 {
1457 name1 = "null";
1458 }
1459 if (!geom_name_map.TryGetValue(refObject, out name2))
1460 {
1461 name2 = "null";
1462 }
1463
1464 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1465 */
1466 return 1;
1467 }
1468
1469 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1470 {
1471 String name1 = null;
1472 String name2 = null;
1473
1474 if (!geom_name_map.TryGetValue(trimesh, out name1))
1475 {
1476 name1 = "null";
1477 }
1478
1479 if (!geom_name_map.TryGetValue(refObject, out name2))
1480 {
1481 name2 = "null";
1482 }
1483
1484 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1485
1486 d.Vector3 v0 = new d.Vector3();
1487 d.Vector3 v1 = new d.Vector3();
1488 d.Vector3 v2 = new d.Vector3();
1489
1490 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1491 // 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);
1492
1493 return 1;
1494 }
1495
1496 /// <summary>
1497 /// This is our collision testing routine in ODE
1498 /// </summary>
1499 /// <param name="timeStep"></param>
1500 private void collision_optimized(float timeStep)
1501 {
1502 _perloopContact.Clear();
1503
1504 lock (_characters)
1505 {
1506 foreach (OdeCharacter chr in _characters)
1507 {
1508 // Reset the collision values to false
1509 // since we don't know if we're colliding yet
1510
1511 // For some reason this can happen. Don't ask...
1512 //
1513 if (chr == null)
1514 continue;
1515
1516 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1517 continue;
1518
1519 chr.IsColliding = false;
1520 chr.CollidingGround = false;
1521 chr.CollidingObj = false;
1522
1523 // test the avatar's geometry for collision with the space
1524 // This will return near and the space that they are the closest to
1525 // And we'll run this again against the avatar and the space segment
1526 // This will return with a bunch of possible objects in the space segment
1527 // and we'll run it again on all of them.
1528 try
1529 {
1530 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1531 }
1532 catch (AccessViolationException)
1533 {
1534 m_log.Warn("[PHYSICS]: Unable to space collide");
1535 }
1536 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1537 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1538 //{
1539 //chr.Position.Z = terrainheight + 10.0f;
1540 //forcedZ = true;
1541 //}
1542 }
1543 }
1544
1545 lock (_activeprims)
1546 {
1547 List<OdePrim> removeprims = null;
1548 foreach (OdePrim chr in _activeprims)
1549 {
1550 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1551 {
1552 try
1553 {
1554 lock (chr)
1555 {
1556 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1557 {
1558 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1559 }
1560 else
1561 {
1562 if (removeprims == null)
1563 {
1564 removeprims = new List<OdePrim>();
1565 }
1566 removeprims.Add(chr);
1567 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!");
1568 }
1569 }
1570 }
1571 catch (AccessViolationException)
1572 {
1573 m_log.Warn("[PHYSICS]: Unable to space collide");
1574 }
1575 }
1576 }
1577 if (removeprims != null)
1578 {
1579 foreach (OdePrim chr in removeprims)
1580 {
1581 _activeprims.Remove(chr);
1582 }
1583 }
1584 }
1585
1586 _perloopContact.Clear();
1587 }
1588
1589 #endregion
1590
1591 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1592 {
1593 m_worldOffset = offset;
1594 WorldExtents = new Vector2(extents.X, extents.Y);
1595 m_parentScene = pScene;
1596
1597 }
1598
1599 // Recovered for use by fly height. Kitto Flora
1600 public float GetTerrainHeightAtXY(float x, float y)
1601 {
1602
1603 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1604 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1605
1606 IntPtr heightFieldGeom = IntPtr.Zero;
1607
1608 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1609 {
1610 if (heightFieldGeom != IntPtr.Zero)
1611 {
1612 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1613 {
1614
1615 int index;
1616
1617
1618 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1619 (int)x < 0.001f || (int)y < 0.001f)
1620 return 0;
1621
1622 x = x - offsetX;
1623 y = y - offsetY;
1624
1625 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1626
1627 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1628 {
1629 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1630 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1631 }
1632
1633 else
1634 return 0f;
1635 }
1636 else
1637 {
1638 return 0f;
1639 }
1640
1641 }
1642 else
1643 {
1644 return 0f;
1645 }
1646
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653
1654 }
1655// End recovered. Kitto Flora
1656
1657 public void addCollisionEventReporting(PhysicsActor obj)
1658 {
1659 lock (_collisionEventPrim)
1660 {
1661 if (!_collisionEventPrim.Contains(obj))
1662 _collisionEventPrim.Add(obj);
1663 }
1664 }
1665
1666 public void remCollisionEventReporting(PhysicsActor obj)
1667 {
1668 lock (_collisionEventPrim)
1669 {
1670 if (!_collisionEventPrim.Contains(obj))
1671 _collisionEventPrim.Remove(obj);
1672 }
1673 }
1674
1675 #region Add/Remove Entities
1676
1677 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1678 {
1679 Vector3 pos;
1680 pos.X = position.X;
1681 pos.Y = position.Y;
1682 pos.Z = position.Z;
1683 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1684 newAv.Flying = isFlying;
1685 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1686
1687 return newAv;
1688 }
1689
1690 public void AddCharacter(OdeCharacter chr)
1691 {
1692 lock (_characters)
1693 {
1694 if (!_characters.Contains(chr))
1695 {
1696 _characters.Add(chr);
1697 if (chr.bad)
1698 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1699 }
1700 }
1701 }
1702
1703 public void RemoveCharacter(OdeCharacter chr)
1704 {
1705 lock (_characters)
1706 {
1707 if (_characters.Contains(chr))
1708 {
1709 _characters.Remove(chr);
1710 }
1711 }
1712 }
1713 public void BadCharacter(OdeCharacter chr)
1714 {
1715 lock (_badCharacter)
1716 {
1717 if (!_badCharacter.Contains(chr))
1718 _badCharacter.Add(chr);
1719 }
1720 }
1721
1722 public override void RemoveAvatar(PhysicsActor actor)
1723 {
1724 //m_log.Debug("[PHYSICS]:ODELOCK");
1725 ((OdeCharacter) actor).Destroy();
1726
1727 }
1728
1729 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1730 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1731 {
1732
1733 Vector3 pos = position;
1734 Vector3 siz = size;
1735 Quaternion rot = rotation;
1736
1737 OdePrim newPrim;
1738 lock (OdeLock)
1739 {
1740 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1741
1742 lock (_prims)
1743 _prims.Add(newPrim);
1744 }
1745
1746 return newPrim;
1747 }
1748
1749 public void addActivePrim(OdePrim activatePrim)
1750 {
1751 // adds active prim.. (ones that should be iterated over in collisions_optimized
1752 lock (_activeprims)
1753 {
1754 if (!_activeprims.Contains(activatePrim))
1755 _activeprims.Add(activatePrim);
1756 //else
1757 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1758 }
1759 }
1760
1761 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1762 Vector3 size, Quaternion rotation) //To be removed
1763 {
1764 return AddPrimShape(primName, pbs, position, size, rotation, false);
1765 }
1766
1767 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1768 Vector3 size, Quaternion rotation, bool isPhysical)
1769 {
1770 PhysicsActor result;
1771 IMesh mesh = null;
1772
1773 if (needsMeshing(pbs))
1774 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1775
1776 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1777
1778 return result;
1779 }
1780
1781 public override float TimeDilation
1782 {
1783 get { return m_timeDilation; }
1784 }
1785
1786 public override bool SupportsNINJAJoints
1787 {
1788 get { return m_NINJA_physics_joints_enabled; }
1789 }
1790
1791 // internal utility function: must be called within a lock (OdeLock)
1792 private void InternalAddActiveJoint(PhysicsJoint joint)
1793 {
1794 activeJoints.Add(joint);
1795 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1796 }
1797
1798 // internal utility function: must be called within a lock (OdeLock)
1799 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1800 {
1801 pendingJoints.Add(joint);
1802 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1803 }
1804
1805 // internal utility function: must be called within a lock (OdeLock)
1806 private void InternalRemovePendingJoint(PhysicsJoint joint)
1807 {
1808 pendingJoints.Remove(joint);
1809 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1810 }
1811
1812 // internal utility function: must be called within a lock (OdeLock)
1813 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1814 {
1815 activeJoints.Remove(joint);
1816 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1817 }
1818
1819 public override void DumpJointInfo()
1820 {
1821 string hdr = "[NINJA] JOINTINFO: ";
1822 foreach (PhysicsJoint j in pendingJoints)
1823 {
1824 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1825 }
1826 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1827 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1828 {
1829 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1830 }
1831 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1832 foreach (PhysicsJoint j in activeJoints)
1833 {
1834 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1837 foreach (string jointName in SOPName_to_activeJoint.Keys)
1838 {
1839 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1840 }
1841 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1842
1843 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1844 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1845 foreach (string actorName in joints_connecting_actor.Keys)
1846 {
1847 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1848 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1849 {
1850 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1853 }
1854 }
1855
1856 public override void RequestJointDeletion(string ObjectNameInScene)
1857 {
1858 lock (externalJointRequestsLock)
1859 {
1860 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1861 {
1862 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1863 }
1864 }
1865 }
1866
1867 private void DeleteRequestedJoints()
1868 {
1869 List<string> myRequestedJointsToBeDeleted;
1870 lock (externalJointRequestsLock)
1871 {
1872 // make a local copy of the shared list for processing (threading issues)
1873 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1874 }
1875
1876 foreach (string jointName in myRequestedJointsToBeDeleted)
1877 {
1878 lock (OdeLock)
1879 {
1880 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1881 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1882 {
1883 OdePhysicsJoint joint = null;
1884 if (SOPName_to_activeJoint.ContainsKey(jointName))
1885 {
1886 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1887 InternalRemoveActiveJoint(joint);
1888 }
1889 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1890 {
1891 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1892 InternalRemovePendingJoint(joint);
1893 }
1894
1895 if (joint != null)
1896 {
1897 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1898 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1899 {
1900 string bodyName = joint.BodyNames[iBodyName];
1901 if (bodyName != "NULL")
1902 {
1903 joints_connecting_actor[bodyName].Remove(joint);
1904 if (joints_connecting_actor[bodyName].Count == 0)
1905 {
1906 joints_connecting_actor.Remove(bodyName);
1907 }
1908 }
1909 }
1910
1911 DoJointDeactivated(joint);
1912 if (joint.jointID != IntPtr.Zero)
1913 {
1914 d.JointDestroy(joint.jointID);
1915 joint.jointID = IntPtr.Zero;
1916 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1917 }
1918 else
1919 {
1920 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1921 }
1922 }
1923 else
1924 {
1925 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1926 }
1927 }
1928 else
1929 {
1930 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1931 }
1932 }
1933 }
1934
1935 // remove processed joints from the shared list
1936 lock (externalJointRequestsLock)
1937 {
1938 foreach (string jointName in myRequestedJointsToBeDeleted)
1939 {
1940 requestedJointsToBeDeleted.Remove(jointName);
1941 }
1942 }
1943 }
1944
1945 // for pending joints we don't know if their associated bodies exist yet or not.
1946 // the joint is actually created during processing of the taints
1947 private void CreateRequestedJoints()
1948 {
1949 List<PhysicsJoint> myRequestedJointsToBeCreated;
1950 lock (externalJointRequestsLock)
1951 {
1952 // make a local copy of the shared list for processing (threading issues)
1953 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1954 }
1955
1956 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1957 {
1958 lock (OdeLock)
1959 {
1960 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1961 {
1962 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);
1963 continue;
1964 }
1965 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1966 {
1967 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);
1968 continue;
1969 }
1970
1971 InternalAddPendingJoint(joint as OdePhysicsJoint);
1972
1973 if (joint.BodyNames.Count >= 2)
1974 {
1975 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1976 {
1977 string bodyName = joint.BodyNames[iBodyName];
1978 if (bodyName != "NULL")
1979 {
1980 if (!joints_connecting_actor.ContainsKey(bodyName))
1981 {
1982 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1983 }
1984 joints_connecting_actor[bodyName].Add(joint);
1985 }
1986 }
1987 }
1988 }
1989 }
1990
1991 // remove processed joints from shared list
1992 lock (externalJointRequestsLock)
1993 {
1994 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1995 {
1996 requestedJointsToBeCreated.Remove(joint);
1997 }
1998 }
1999
2000 }
2001
2002 // public function to add an request for joint creation
2003 // this joint will just be added to a waiting list that is NOT processed during the main
2004 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2005
2006 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2007 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2008
2009 {
2010
2011 OdePhysicsJoint joint = new OdePhysicsJoint();
2012 joint.ObjectNameInScene = objectNameInScene;
2013 joint.Type = jointType;
2014 joint.Position = position;
2015 joint.Rotation = rotation;
2016 joint.RawParams = parms;
2017 joint.BodyNames = new List<string>(bodyNames);
2018 joint.TrackedBodyName = trackedBodyName;
2019 joint.LocalRotation = localRotation;
2020 joint.jointID = IntPtr.Zero;
2021 joint.ErrorMessageCount = 0;
2022
2023 lock (externalJointRequestsLock)
2024 {
2025 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2026 {
2027 requestedJointsToBeCreated.Add(joint);
2028 }
2029 }
2030 return joint;
2031 }
2032
2033 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2034 {
2035 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2036 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2037 {
2038
2039 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2040 //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)
2041 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2042 {
2043 jointsToRemove.Add(j);
2044 }
2045 foreach (PhysicsJoint j in jointsToRemove)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2048 RequestJointDeletion(j.ObjectNameInScene);
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2050 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)
2051 }
2052 }
2053 }
2054
2055 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2056 {
2057 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2058 lock (OdeLock)
2059 {
2060 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2061 RemoveAllJointsConnectedToActor(actor);
2062 }
2063 }
2064
2065 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2066 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2067 {
2068 Debug.Assert(joint.IsInPhysicsEngine);
2069 d.Vector3 pos = new d.Vector3();
2070
2071 if (!(joint is OdePhysicsJoint))
2072 {
2073 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2074 }
2075 else
2076 {
2077 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2078 switch (odeJoint.Type)
2079 {
2080 case PhysicsJointType.Ball:
2081 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2082 break;
2083 case PhysicsJointType.Hinge:
2084 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2085 break;
2086 }
2087 }
2088 return new Vector3(pos.X, pos.Y, pos.Z);
2089 }
2090
2091 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2092 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2093 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2094 // keeping track of the joint's original orientation relative to one of the involved bodies.
2095 public override Vector3 GetJointAxis(PhysicsJoint joint)
2096 {
2097 Debug.Assert(joint.IsInPhysicsEngine);
2098 d.Vector3 axis = new d.Vector3();
2099
2100 if (!(joint is OdePhysicsJoint))
2101 {
2102 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2103 }
2104 else
2105 {
2106 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2107 switch (odeJoint.Type)
2108 {
2109 case PhysicsJointType.Ball:
2110 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2111 break;
2112 case PhysicsJointType.Hinge:
2113 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2114 break;
2115 }
2116 }
2117 return new Vector3(axis.X, axis.Y, axis.Z);
2118 }
2119
2120
2121 public void remActivePrim(OdePrim deactivatePrim)
2122 {
2123 lock (_activeprims)
2124 {
2125 _activeprims.Remove(deactivatePrim);
2126 }
2127 }
2128
2129 public override void RemovePrim(PhysicsActor prim)
2130 {
2131 if (prim is OdePrim)
2132 {
2133 lock (OdeLock)
2134 {
2135 OdePrim p = (OdePrim) prim;
2136
2137 p.setPrimForRemoval();
2138 AddPhysicsActorTaint(prim);
2139 //RemovePrimThreadLocked(p);
2140 }
2141 }
2142 }
2143
2144 /// <summary>
2145 /// This is called from within simulate but outside the locked portion
2146 /// We need to do our own locking here
2147 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2148 ///
2149 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2150 /// that the space was using.
2151 /// </summary>
2152 /// <param name="prim"></param>
2153 public void RemovePrimThreadLocked(OdePrim prim)
2154 {
2155//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2156 lock (prim)
2157 {
2158 remCollisionEventReporting(prim);
2159 lock (ode)
2160 {
2161 if (prim.prim_geom != IntPtr.Zero)
2162 {
2163 prim.ResetTaints();
2164
2165 if (prim.IsPhysical)
2166 {
2167 prim.disableBody();
2168 if (prim.childPrim)
2169 {
2170 prim.childPrim = false;
2171 prim.Body = IntPtr.Zero;
2172 prim.m_disabled = true;
2173 prim.IsPhysical = false;
2174 }
2175
2176
2177 }
2178 // we don't want to remove the main space
2179
2180 // If the geometry is in the targetspace, remove it from the target space
2181 //m_log.Warn(prim.m_targetSpace);
2182
2183 //if (prim.m_targetSpace != IntPtr.Zero)
2184 //{
2185 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2186 //{
2187
2188 //if (d.GeomIsSpace(prim.m_targetSpace))
2189 //{
2190 //waitForSpaceUnlock(prim.m_targetSpace);
2191 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2192 prim.m_targetSpace = IntPtr.Zero;
2193 //}
2194 //else
2195 //{
2196 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2197 //((OdePrim)prim).m_targetSpace.ToString());
2198 //}
2199
2200 //}
2201 //}
2202 //m_log.Warn(prim.prim_geom);
2203 try
2204 {
2205 if (prim.prim_geom != IntPtr.Zero)
2206 {
2207 d.GeomDestroy(prim.prim_geom);
2208 prim.prim_geom = IntPtr.Zero;
2209 }
2210 else
2211 {
2212 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2213 }
2214 }
2215 catch (AccessViolationException)
2216 {
2217 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2218 }
2219 lock (_prims)
2220 _prims.Remove(prim);
2221
2222 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2223 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2224 //{
2225 //if (prim.m_targetSpace != null)
2226 //{
2227 //if (d.GeomIsSpace(prim.m_targetSpace))
2228 //{
2229 //waitForSpaceUnlock(prim.m_targetSpace);
2230 //d.SpaceRemove(space, prim.m_targetSpace);
2231 // free up memory used by the space.
2232 //d.SpaceDestroy(prim.m_targetSpace);
2233 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2234 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2235 //}
2236 //else
2237 //{
2238 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2239 //((OdePrim) prim).m_targetSpace.ToString());
2240 //}
2241 //}
2242 //}
2243
2244 if (SupportsNINJAJoints)
2245 {
2246 RemoveAllJointsConnectedToActorThreadLocked(prim);
2247 }
2248 }
2249 }
2250 }
2251 }
2252
2253 #endregion
2254
2255 #region Space Separation Calculation
2256
2257 /// <summary>
2258 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2259 /// </summary>
2260 /// <param name="pSpace"></param>
2261 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2262 {
2263 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2264 {
2265 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2266 {
2267 if (staticPrimspace[x, y] == pSpace)
2268 staticPrimspace[x, y] = IntPtr.Zero;
2269 }
2270 }
2271 }
2272
2273 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2274 {
2275 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2276 }
2277
2278 /// <summary>
2279 /// Called when a static prim moves. Allocates a space for the prim based on its position
2280 /// </summary>
2281 /// <param name="geom">the pointer to the geom that moved</param>
2282 /// <param name="pos">the position that the geom moved to</param>
2283 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2284 /// <returns>a pointer to the new space it's in</returns>
2285 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2286 {
2287 // Called from setting the Position and Size of an ODEPrim so
2288 // it's already in locked space.
2289
2290 // we don't want to remove the main space
2291 // we don't need to test physical here because this function should
2292 // never be called if the prim is physical(active)
2293
2294 // All physical prim end up in the root space
2295 //Thread.Sleep(20);
2296 if (currentspace != space)
2297 {
2298 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2299 //if (currentspace == IntPtr.Zero)
2300 //{
2301 //int adfadf = 0;
2302 //}
2303 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2304 {
2305 if (d.GeomIsSpace(currentspace))
2306 {
2307 waitForSpaceUnlock(currentspace);
2308 d.SpaceRemove(currentspace, geom);
2309 }
2310 else
2311 {
2312 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2313 " Geom:" + geom);
2314 }
2315 }
2316 else
2317 {
2318 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2319 if (sGeomIsIn != IntPtr.Zero)
2320 {
2321 if (d.GeomIsSpace(currentspace))
2322 {
2323 waitForSpaceUnlock(sGeomIsIn);
2324 d.SpaceRemove(sGeomIsIn, geom);
2325 }
2326 else
2327 {
2328 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2329 sGeomIsIn + " Geom:" + geom);
2330 }
2331 }
2332 }
2333
2334 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2335 if (d.SpaceGetNumGeoms(currentspace) == 0)
2336 {
2337 if (currentspace != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(currentspace);
2342 waitForSpaceUnlock(space);
2343 d.SpaceRemove(space, currentspace);
2344 // free up memory used by the space.
2345
2346 //d.SpaceDestroy(currentspace);
2347 resetSpaceArrayItemToZero(currentspace);
2348 }
2349 else
2350 {
2351 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2352 currentspace + " Geom:" + geom);
2353 }
2354 }
2355 }
2356 }
2357 else
2358 {
2359 // this is a physical object that got disabled. ;.;
2360 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2361 {
2362 if (d.SpaceQuery(currentspace, geom))
2363 {
2364 if (d.GeomIsSpace(currentspace))
2365 {
2366 waitForSpaceUnlock(currentspace);
2367 d.SpaceRemove(currentspace, geom);
2368 }
2369 else
2370 {
2371 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2372 currentspace + " Geom:" + geom);
2373 }
2374 }
2375 else
2376 {
2377 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2378 if (sGeomIsIn != IntPtr.Zero)
2379 {
2380 if (d.GeomIsSpace(sGeomIsIn))
2381 {
2382 waitForSpaceUnlock(sGeomIsIn);
2383 d.SpaceRemove(sGeomIsIn, geom);
2384 }
2385 else
2386 {
2387 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2388 sGeomIsIn + " Geom:" + geom);
2389 }
2390 }
2391 }
2392 }
2393 }
2394
2395 // The routines in the Position and Size sections do the 'inserting' into the space,
2396 // so all we have to do is make sure that the space that we're putting the prim into
2397 // is in the 'main' space.
2398 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2399 IntPtr newspace = calculateSpaceForGeom(pos);
2400
2401 if (newspace == IntPtr.Zero)
2402 {
2403 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2404 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2405 }
2406
2407 return newspace;
2408 }
2409
2410 /// <summary>
2411 /// Creates a new space at X Y
2412 /// </summary>
2413 /// <param name="iprimspaceArrItemX"></param>
2414 /// <param name="iprimspaceArrItemY"></param>
2415 /// <returns>A pointer to the created space</returns>
2416 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2417 {
2418 // creating a new space for prim and inserting it into main space.
2419 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2420 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2421 waitForSpaceUnlock(space);
2422 d.SpaceSetSublevel(space, 1);
2423 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2424 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2425 }
2426
2427 /// <summary>
2428 /// Calculates the space the prim should be in by its position
2429 /// </summary>
2430 /// <param name="pos"></param>
2431 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2432 public IntPtr calculateSpaceForGeom(Vector3 pos)
2433 {
2434 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2435 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2436 return staticPrimspace[xyspace[0], xyspace[1]];
2437 }
2438
2439 /// <summary>
2440 /// Holds the space allocation logic
2441 /// </summary>
2442 /// <param name="pos"></param>
2443 /// <returns>an array item based on the position</returns>
2444 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2445 {
2446 int[] returnint = new int[2];
2447
2448 returnint[0] = (int) (pos.X/metersInSpace);
2449
2450 if (returnint[0] > ((int) (259f/metersInSpace)))
2451 returnint[0] = ((int) (259f/metersInSpace));
2452 if (returnint[0] < 0)
2453 returnint[0] = 0;
2454
2455 returnint[1] = (int) (pos.Y/metersInSpace);
2456 if (returnint[1] > ((int) (259f/metersInSpace)))
2457 returnint[1] = ((int) (259f/metersInSpace));
2458 if (returnint[1] < 0)
2459 returnint[1] = 0;
2460
2461 return returnint;
2462 }
2463
2464 #endregion
2465
2466 /// <summary>
2467 /// Routine to figure out if we need to mesh this prim with our mesher
2468 /// </summary>
2469 /// <param name="pbs"></param>
2470 /// <returns></returns>
2471 public bool needsMeshing(PrimitiveBaseShape pbs)
2472 {
2473 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2474 // but we still need to check for sculptie meshing being enabled so this is the most
2475 // convenient place to do it for now...
2476
2477 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2478 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2479 int iPropertiesNotSupportedDefault = 0;
2480
2481 if (pbs.SculptEntry && !meshSculptedPrim)
2482 {
2483#if SPAM
2484 m_log.Warn("NonMesh");
2485#endif
2486 return false;
2487 }
2488
2489 // 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
2490 if (!forceSimplePrimMeshing)
2491 {
2492 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2493 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2494 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2495 {
2496
2497 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2498 && pbs.ProfileHollow == 0
2499 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2500 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2501 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2502 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2503 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2504 {
2505#if SPAM
2506 m_log.Warn("NonMesh");
2507#endif
2508 return false;
2509 }
2510 }
2511 }
2512
2513 if (pbs.ProfileHollow != 0)
2514 iPropertiesNotSupportedDefault++;
2515
2516 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2517 iPropertiesNotSupportedDefault++;
2518
2519 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2520 iPropertiesNotSupportedDefault++;
2521
2522 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2523 iPropertiesNotSupportedDefault++;
2524
2525 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2526 iPropertiesNotSupportedDefault++;
2527
2528 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2529 iPropertiesNotSupportedDefault++;
2530
2531 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))
2532 iPropertiesNotSupportedDefault++;
2533
2534 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2535 iPropertiesNotSupportedDefault++;
2536
2537 // test for torus
2538 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2539 {
2540 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2541 {
2542 iPropertiesNotSupportedDefault++;
2543 }
2544 }
2545 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2546 {
2547 if (pbs.PathCurve == (byte)Extrusion.Straight)
2548 {
2549 iPropertiesNotSupportedDefault++;
2550 }
2551
2552 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2553 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2554 {
2555 iPropertiesNotSupportedDefault++;
2556 }
2557 }
2558 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2559 {
2560 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2561 {
2562 iPropertiesNotSupportedDefault++;
2563 }
2564 }
2565 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2566 {
2567 if (pbs.PathCurve == (byte)Extrusion.Straight)
2568 {
2569 iPropertiesNotSupportedDefault++;
2570 }
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576
2577
2578 if (iPropertiesNotSupportedDefault == 0)
2579 {
2580#if SPAM
2581 m_log.Warn("NonMesh");
2582#endif
2583 return false;
2584 }
2585#if SPAM
2586 m_log.Debug("Mesh");
2587#endif
2588 return true;
2589 }
2590
2591 /// <summary>
2592 /// Called after our prim properties are set Scale, position etc.
2593 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2594 /// This assures us that we have no race conditions
2595 /// </summary>
2596 /// <param name="prim"></param>
2597 public override void AddPhysicsActorTaint(PhysicsActor prim)
2598 {
2599
2600 if (prim is OdePrim)
2601 {
2602 OdePrim taintedprim = ((OdePrim) prim);
2603 lock (_taintedPrimLock)
2604 {
2605 if (!(_taintedPrimH.Contains(taintedprim)))
2606 {
2607//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2608 _taintedPrimH.Add(taintedprim); // HashSet for searching
2609 _taintedPrimL.Add(taintedprim); // List for ordered readout
2610 }
2611 }
2612 return;
2613 }
2614 else if (prim is OdeCharacter)
2615 {
2616 OdeCharacter taintedchar = ((OdeCharacter)prim);
2617 lock (_taintedActors)
2618 {
2619 if (!(_taintedActors.Contains(taintedchar)))
2620 {
2621 _taintedActors.Add(taintedchar);
2622 if (taintedchar.bad)
2623 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2624 }
2625 }
2626 }
2627 }
2628
2629 /// <summary>
2630 /// This is our main simulate loop
2631 /// It's thread locked by a Mutex in the scene.
2632 /// It holds Collisions, it instructs ODE to step through the physical reactions
2633 /// It moves the objects around in memory
2634 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2635 /// </summary>
2636 /// <param name="timeStep"></param>
2637 /// <returns></returns>
2638 public override float Simulate(float timeStep)
2639 {
2640 if (framecount >= int.MaxValue)
2641 framecount = 0;
2642
2643 //if (m_worldOffset != Vector3.Zero)
2644 // return 0;
2645
2646 framecount++;
2647
2648 float fps = 0;
2649 //m_log.Info(timeStep.ToString());
2650 step_time += timeStep;
2651
2652 // If We're loaded down by something else,
2653 // or debugging with the Visual Studio project on pause
2654 // skip a few frames to catch up gracefully.
2655 // without shooting the physicsactors all over the place
2656
2657 if (step_time >= m_SkipFramesAtms)
2658 {
2659 // Instead of trying to catch up, it'll do 5 physics frames only
2660 step_time = ODE_STEPSIZE;
2661 m_physicsiterations = 5;
2662 }
2663 else
2664 {
2665 m_physicsiterations = 10;
2666 }
2667
2668 if (SupportsNINJAJoints)
2669 {
2670 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2671 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2672 }
2673
2674 lock (OdeLock)
2675 {
2676 // Process 10 frames if the sim is running normal..
2677 // process 5 frames if the sim is running slow
2678 //try
2679 //{
2680 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2681 //}
2682 //catch (StackOverflowException)
2683 //{
2684 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2685 // ode.drelease(world);
2686 //base.TriggerPhysicsBasedRestart();
2687 //}
2688
2689 int i = 0;
2690
2691 // Figure out the Frames Per Second we're going at.
2692 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2693
2694 fps = (step_time / ODE_STEPSIZE) * 1000;
2695 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2696 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2697
2698 step_time = 0.09375f;
2699
2700 while (step_time > 0.0f)
2701 {
2702 //lock (ode)
2703 //{
2704 //if (!ode.lockquery())
2705 //{
2706 // ode.dlock(world);
2707 try
2708 {
2709 // Insert, remove Characters
2710 bool processedtaints = false;
2711
2712 lock (_taintedActors)
2713 {
2714 if (_taintedActors.Count > 0)
2715 {
2716 foreach (OdeCharacter character in _taintedActors)
2717 {
2718
2719 character.ProcessTaints(timeStep);
2720
2721 processedtaints = true;
2722 //character.m_collisionscore = 0;
2723 }
2724
2725 if (processedtaints)
2726 _taintedActors.Clear();
2727 }
2728 }
2729
2730 // Modify other objects in the scene.
2731 processedtaints = false;
2732
2733 lock (_taintedPrimLock)
2734 {
2735 foreach (OdePrim prim in _taintedPrimL)
2736 {
2737 if (prim.m_taintremove)
2738 {
2739 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2740 RemovePrimThreadLocked(prim);
2741 }
2742 else
2743 {
2744 //Console.WriteLine("Simulate calls ProcessTaints");
2745 prim.ProcessTaints(timeStep);
2746 }
2747 processedtaints = true;
2748 prim.m_collisionscore = 0;
2749
2750 // This loop can block up the Heartbeat for a very long time on large regions.
2751 // We need to let the Watchdog know that the Heartbeat is not dead
2752 // NOTE: This is currently commented out, but if things like OAR loading are
2753 // timing the heartbeat out we will need to uncomment it
2754 //Watchdog.UpdateThread();
2755 }
2756
2757 if (SupportsNINJAJoints)
2758 {
2759 // Create pending joints, if possible
2760
2761 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2762 // a joint requires specifying the body id of both involved bodies
2763 if (pendingJoints.Count > 0)
2764 {
2765 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2766 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2767 foreach (PhysicsJoint joint in pendingJoints)
2768 {
2769 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2770 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
2771 List<IntPtr> jointBodies = new List<IntPtr>();
2772 bool allJointBodiesAreReady = true;
2773 foreach (string jointParam in jointParams)
2774 {
2775 if (jointParam == "NULL")
2776 {
2777 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2778 jointBodies.Add(IntPtr.Zero);
2779 }
2780 else
2781 {
2782 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2783 bool foundPrim = false;
2784 lock (_prims)
2785 {
2786 foreach (OdePrim prim in _prims) // FIXME: inefficient
2787 {
2788 if (prim.SOPName == jointParam)
2789 {
2790 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2791 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2792 {
2793 jointBodies.Add(prim.Body);
2794 foundPrim = true;
2795 break;
2796 }
2797 else
2798 {
2799 DoJointErrorMessage(joint, "prim name " + jointParam +
2800 " exists but is not (yet) physical; deferring joint creation. " +
2801 "IsPhysical property is " + prim.IsPhysical +
2802 " and body is " + prim.Body);
2803 foundPrim = false;
2804 break;
2805 }
2806 }
2807 }
2808 }
2809 if (foundPrim)
2810 {
2811 // all is fine
2812 }
2813 else
2814 {
2815 allJointBodiesAreReady = false;
2816 break;
2817 }
2818 }
2819 }
2820 if (allJointBodiesAreReady)
2821 {
2822 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2823 if (jointBodies[0] == jointBodies[1])
2824 {
2825 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2826 }
2827 else
2828 {
2829 switch (joint.Type)
2830 {
2831 case PhysicsJointType.Ball:
2832 {
2833 IntPtr odeJoint;
2834 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2835 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2836 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2837 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2838 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2839 d.JointSetBallAnchor(odeJoint,
2840 joint.Position.X,
2841 joint.Position.Y,
2842 joint.Position.Z);
2843 //DoJointErrorMessage(joint, "ODE joint setting OK");
2844 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2845 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2846 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2847 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2848
2849 if (joint is OdePhysicsJoint)
2850 {
2851 ((OdePhysicsJoint)joint).jointID = odeJoint;
2852 }
2853 else
2854 {
2855 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2856 }
2857 }
2858 break;
2859 case PhysicsJointType.Hinge:
2860 {
2861 IntPtr odeJoint;
2862 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2863 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2864 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2865 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2866 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2867 d.JointSetHingeAnchor(odeJoint,
2868 joint.Position.X,
2869 joint.Position.Y,
2870 joint.Position.Z);
2871 // We use the orientation of the x-axis of the joint's coordinate frame
2872 // as the axis for the hinge.
2873
2874 // Therefore, we must get the joint's coordinate frame based on the
2875 // joint.Rotation field, which originates from the orientation of the
2876 // joint's proxy object in the scene.
2877
2878 // The joint's coordinate frame is defined as the transformation matrix
2879 // that converts a vector from joint-local coordinates into world coordinates.
2880 // World coordinates are defined as the XYZ coordinate system of the sim,
2881 // as shown in the top status-bar of the viewer.
2882
2883 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2884 // and use that as the hinge axis.
2885
2886 //joint.Rotation.Normalize();
2887 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2888
2889 // Now extract the X axis of the joint's coordinate frame.
2890
2891 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2892 // tar pit of transposed, inverted, and generally messed-up orientations.
2893 // (In other words, Matrix4.AtAxis() is borked.)
2894 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2895
2896 // Instead, compute the X axis of the coordinate frame by transforming
2897 // the (1,0,0) vector. At least that works.
2898
2899 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2900 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2901 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2902 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2903 d.JointSetHingeAxis(odeJoint,
2904 jointAxis.X,
2905 jointAxis.Y,
2906 jointAxis.Z);
2907 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2908 if (joint is OdePhysicsJoint)
2909 {
2910 ((OdePhysicsJoint)joint).jointID = odeJoint;
2911 }
2912 else
2913 {
2914 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2915 }
2916 }
2917 break;
2918 }
2919 successfullyProcessedPendingJoints.Add(joint);
2920 }
2921 }
2922 else
2923 {
2924 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2925 }
2926 }
2927 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2928 {
2929 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2930 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2931 InternalRemovePendingJoint(successfullyProcessedJoint);
2932 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2933 InternalAddActiveJoint(successfullyProcessedJoint);
2934 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2935 }
2936 }
2937 }
2938
2939 if (processedtaints)
2940//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2941 _taintedPrimH.Clear();
2942 _taintedPrimL.Clear();
2943 }
2944
2945 // Move characters
2946 lock (_characters)
2947 {
2948 List<OdeCharacter> defects = new List<OdeCharacter>();
2949 foreach (OdeCharacter actor in _characters)
2950 {
2951 if (actor != null)
2952 actor.Move(timeStep, defects);
2953 }
2954 if (0 != defects.Count)
2955 {
2956 foreach (OdeCharacter defect in defects)
2957 {
2958 RemoveCharacter(defect);
2959 }
2960 }
2961 }
2962
2963 // Move other active objects
2964 lock (_activeprims)
2965 {
2966 foreach (OdePrim prim in _activeprims)
2967 {
2968 prim.m_collisionscore = 0;
2969 prim.Move(timeStep);
2970 }
2971 }
2972
2973 //if ((framecount % m_randomizeWater) == 0)
2974 // randomizeWater(waterlevel);
2975
2976 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2977 m_rayCastManager.ProcessQueuedRequests();
2978
2979 collision_optimized(timeStep);
2980
2981 lock (_collisionEventPrim)
2982 {
2983 foreach (PhysicsActor obj in _collisionEventPrim)
2984 {
2985 if (obj == null)
2986 continue;
2987
2988 switch ((ActorTypes)obj.PhysicsActorType)
2989 {
2990 case ActorTypes.Agent:
2991 OdeCharacter cobj = (OdeCharacter)obj;
2992 cobj.AddCollisionFrameTime(100);
2993 cobj.SendCollisions();
2994 break;
2995 case ActorTypes.Prim:
2996 OdePrim pobj = (OdePrim)obj;
2997 pobj.SendCollisions();
2998 break;
2999 }
3000 }
3001 }
3002
3003 //if (m_global_contactcount > 5)
3004 //{
3005 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3006 //}
3007
3008 m_global_contactcount = 0;
3009
3010 d.WorldQuickStep(world, ODE_STEPSIZE);
3011 d.JointGroupEmpty(contactgroup);
3012 //ode.dunlock(world);
3013 }
3014 catch (Exception e)
3015 {
3016 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3017 ode.dunlock(world);
3018 }
3019
3020 step_time -= ODE_STEPSIZE;
3021 i++;
3022 //}
3023 //else
3024 //{
3025 //fps = 0;
3026 //}
3027 //}
3028 }
3029
3030 lock (_characters)
3031 {
3032 foreach (OdeCharacter actor in _characters)
3033 {
3034 if (actor != null)
3035 {
3036 if (actor.bad)
3037 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3038 actor.UpdatePositionAndVelocity();
3039 }
3040 }
3041 }
3042
3043 lock (_badCharacter)
3044 {
3045 if (_badCharacter.Count > 0)
3046 {
3047 foreach (OdeCharacter chr in _badCharacter)
3048 {
3049 RemoveCharacter(chr);
3050 }
3051 _badCharacter.Clear();
3052 }
3053 }
3054
3055 lock (_activeprims)
3056 {
3057 //if (timeStep < 0.2f)
3058 {
3059 foreach (OdePrim actor in _activeprims)
3060 {
3061 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3062 {
3063 actor.UpdatePositionAndVelocity();
3064
3065 if (SupportsNINJAJoints)
3066 {
3067 // If an actor moved, move its joint proxy objects as well.
3068 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3069 // for this purpose but it is never called! So we just do the joint
3070 // movement code here.
3071
3072 if (actor.SOPName != null &&
3073 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3074 joints_connecting_actor[actor.SOPName] != null &&
3075 joints_connecting_actor[actor.SOPName].Count > 0)
3076 {
3077 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3078 {
3079 if (affectedJoint.IsInPhysicsEngine)
3080 {
3081 DoJointMoved(affectedJoint);
3082 }
3083 else
3084 {
3085 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);
3086 }
3087 }
3088 }
3089 }
3090 }
3091 }
3092 }
3093 }
3094
3095 //DumpJointInfo();
3096
3097 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3098 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3099 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3100 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3101 {
3102 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3103 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3104
3105 if (physics_logging_append_existing_logfile)
3106 {
3107 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3108 TextWriter fwriter = File.AppendText(fname);
3109 fwriter.WriteLine(header);
3110 fwriter.Close();
3111 }
3112 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3113 }
3114 }
3115
3116 return fps;
3117 }
3118
3119 public override void GetResults()
3120 {
3121 }
3122
3123 public override bool IsThreaded
3124 {
3125 // for now we won't be multithreaded
3126 get { return (false); }
3127 }
3128
3129 #region ODE Specific Terrain Fixes
3130 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3131 {
3132 float[] returnarr = new float[262144];
3133 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3134
3135 // Filling out the array into its multi-dimensional components
3136 for (int y = 0; y < WorldExtents.Y; y++)
3137 {
3138 for (int x = 0; x < WorldExtents.X; x++)
3139 {
3140 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3141 }
3142 }
3143
3144 // Resize using Nearest Neighbour
3145
3146 // This particular way is quick but it only works on a multiple of the original
3147
3148 // The idea behind this method can be described with the following diagrams
3149 // second pass and third pass happen in the same loop really.. just separated
3150 // them to show what this does.
3151
3152 // First Pass
3153 // ResultArr:
3154 // 1,1,1,1,1,1
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
3161 // Second Pass
3162 // ResultArr2:
3163 // 1,,1,,1,,1,,1,,1,
3164 // ,,,,,,,,,,
3165 // 1,,1,,1,,1,,1,,1,
3166 // ,,,,,,,,,,
3167 // 1,,1,,1,,1,,1,,1,
3168 // ,,,,,,,,,,
3169 // 1,,1,,1,,1,,1,,1,
3170 // ,,,,,,,,,,
3171 // 1,,1,,1,,1,,1,,1,
3172 // ,,,,,,,,,,
3173 // 1,,1,,1,,1,,1,,1,
3174
3175 // Third pass fills in the blanks
3176 // ResultArr2:
3177 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3189 // X,Y = .
3190 // X+1,y = ^
3191 // X,Y+1 = *
3192 // X+1,Y+1 = #
3193
3194 // Filling in like this;
3195 // .*
3196 // ^#
3197 // 1st .
3198 // 2nd *
3199 // 3rd ^
3200 // 4th #
3201 // on single loop.
3202
3203 float[,] resultarr2 = new float[512, 512];
3204 for (int y = 0; y < WorldExtents.Y; y++)
3205 {
3206 for (int x = 0; x < WorldExtents.X; x++)
3207 {
3208 resultarr2[y * 2, x * 2] = resultarr[y, x];
3209
3210 if (y < WorldExtents.Y)
3211 {
3212 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3213 }
3214 if (x < WorldExtents.X)
3215 {
3216 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3217 }
3218 if (x < WorldExtents.X && y < WorldExtents.Y)
3219 {
3220 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3221 }
3222 }
3223 }
3224
3225 //Flatten out the array
3226 int i = 0;
3227 for (int y = 0; y < 512; y++)
3228 {
3229 for (int x = 0; x < 512; x++)
3230 {
3231 if (resultarr2[y, x] <= 0)
3232 returnarr[i] = 0.0000001f;
3233 else
3234 returnarr[i] = resultarr2[y, x];
3235
3236 i++;
3237 }
3238 }
3239
3240 return returnarr;
3241 }
3242
3243 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3244 {
3245 float[] returnarr = new float[262144];
3246 float[,] resultarr = new float[512,512];
3247
3248 // Filling out the array into its multi-dimensional components
3249 for (int y = 0; y < 256; y++)
3250 {
3251 for (int x = 0; x < 256; x++)
3252 {
3253 resultarr[y, x] = heightMap[y * 256 + x];
3254 }
3255 }
3256
3257 // Resize using interpolation
3258
3259 // This particular way is quick but it only works on a multiple of the original
3260
3261 // The idea behind this method can be described with the following diagrams
3262 // second pass and third pass happen in the same loop really.. just separated
3263 // them to show what this does.
3264
3265 // First Pass
3266 // ResultArr:
3267 // 1,1,1,1,1,1
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
3274 // Second Pass
3275 // ResultArr2:
3276 // 1,,1,,1,,1,,1,,1,
3277 // ,,,,,,,,,,
3278 // 1,,1,,1,,1,,1,,1,
3279 // ,,,,,,,,,,
3280 // 1,,1,,1,,1,,1,,1,
3281 // ,,,,,,,,,,
3282 // 1,,1,,1,,1,,1,,1,
3283 // ,,,,,,,,,,
3284 // 1,,1,,1,,1,,1,,1,
3285 // ,,,,,,,,,,
3286 // 1,,1,,1,,1,,1,,1,
3287
3288 // Third pass fills in the blanks
3289 // ResultArr2:
3290 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3302 // X,Y = .
3303 // X+1,y = ^
3304 // X,Y+1 = *
3305 // X+1,Y+1 = #
3306
3307 // Filling in like this;
3308 // .*
3309 // ^#
3310 // 1st .
3311 // 2nd *
3312 // 3rd ^
3313 // 4th #
3314 // on single loop.
3315
3316 float[,] resultarr2 = new float[512,512];
3317 for (int y = 0; y < (int)Constants.RegionSize; y++)
3318 {
3319 for (int x = 0; x < (int)Constants.RegionSize; x++)
3320 {
3321 resultarr2[y*2, x*2] = resultarr[y, x];
3322
3323 if (y < (int)Constants.RegionSize)
3324 {
3325 if (y + 1 < (int)Constants.RegionSize)
3326 {
3327 if (x + 1 < (int)Constants.RegionSize)
3328 {
3329 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3330 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3331 }
3332 else
3333 {
3334 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3335 }
3336 }
3337 else
3338 {
3339 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3340 }
3341 }
3342 if (x < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 if (y + 1 < (int)Constants.RegionSize)
3347 {
3348 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3349 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3350 }
3351 else
3352 {
3353 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3354 }
3355 }
3356 else
3357 {
3358 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3359 }
3360 }
3361 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3362 {
3363 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3364 {
3365 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3371 }
3372 }
3373 }
3374 }
3375 //Flatten out the array
3376 int i = 0;
3377 for (int y = 0; y < 512; y++)
3378 {
3379 for (int x = 0; x < 512; x++)
3380 {
3381 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3382 {
3383 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3384 resultarr2[y, x] = 0;
3385 }
3386 returnarr[i] = resultarr2[y, x];
3387 i++;
3388 }
3389 }
3390
3391 return returnarr;
3392 }
3393
3394 #endregion
3395
3396 public override void SetTerrain(float[] heightMap)
3397 {
3398 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3399 {
3400 if (m_parentScene is OdeScene)
3401 {
3402 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3403 }
3404 }
3405 else
3406 {
3407 SetTerrain(heightMap, m_worldOffset);
3408 }
3409 }
3410
3411 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3412 {
3413 // this._heightmap[i] = (double)heightMap[i];
3414 // dbm (danx0r) -- creating a buffer zone of one extra sample all around
3415 //_origheightmap = heightMap;
3416
3417 float[] _heightmap;
3418
3419 // zero out a heightmap array float array (single dimension [flattened]))
3420 //if ((int)Constants.RegionSize == 256)
3421 // _heightmap = new float[514 * 514];
3422 //else
3423
3424 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
3425
3426 uint heightmapWidth = Constants.RegionSize + 1;
3427 uint heightmapHeight = Constants.RegionSize + 1;
3428
3429 uint heightmapWidthSamples;
3430
3431 uint heightmapHeightSamples;
3432
3433 //if (((int)Constants.RegionSize) == 256)
3434 //{
3435 // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
3436 // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
3437 // heightmapWidth++;
3438 // heightmapHeight++;
3439 //}
3440 //else
3441 //{
3442
3443 heightmapWidthSamples = (uint)Constants.RegionSize + 1;
3444 heightmapHeightSamples = (uint)Constants.RegionSize + 1;
3445 //}
3446
3447 const float scale = 1.0f;
3448 const float offset = 0.0f;
3449 const float thickness = 0.2f;
3450 const int wrap = 0;
3451
3452 int regionsize = (int) Constants.RegionSize + 2;
3453 //Double resolution
3454 //if (((int)Constants.RegionSize) == 256)
3455 // heightMap = ResizeTerrain512Interpolation(heightMap);
3456
3457
3458 // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
3459 // regionsize = 512;
3460
3461 float hfmin = 2000;
3462 float hfmax = -2000;
3463
3464 for (int x = 0; x < heightmapWidthSamples; x++)
3465 {
3466 for (int y = 0; y < heightmapHeightSamples; y++)
3467 {
3468 int xx = Util.Clip(x - 1, 0, regionsize - 1);
3469 int yy = Util.Clip(y - 1, 0, regionsize - 1);
3470
3471
3472 float val= heightMap[yy * (int)Constants.RegionSize + xx];
3473 _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
3474
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480
3481
3482
3483 lock (OdeLock)
3484 {
3485 IntPtr GroundGeom = IntPtr.Zero;
3486 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3487 {
3488 RegionTerrain.Remove(pOffset);
3489 if (GroundGeom != IntPtr.Zero)
3490 {
3491 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3492 {
3493 TerrainHeightFieldHeights.Remove(GroundGeom);
3494 }
3495 d.SpaceRemove(space, GroundGeom);
3496 d.GeomDestroy(GroundGeom);
3497 }
3498
3499 }
3500 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3501 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
3502 (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
3503 offset, thickness, wrap);
3504 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3505 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3506 if (GroundGeom != IntPtr.Zero)
3507 {
3508 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3509 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3510
3511 }
3512 geom_name_map[GroundGeom] = "Terrain";
3513
3514 d.Matrix3 R = new d.Matrix3();
3515
3516 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3517 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3518 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3519
3520 q1 = q1 * q2;
3521 //q1 = q1 * q3;
3522 Vector3 v3;
3523 float angle;
3524 q1.GetAxisAngle(out v3, out angle);
3525
3526 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3527 d.GeomSetRotation(GroundGeom, ref R);
3528 d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
3529 IntPtr testGround = IntPtr.Zero;
3530 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3531 {
3532 RegionTerrain.Remove(pOffset);
3533 }
3534 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3535 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3536
3537 }
3538 }
3539
3540 public override void DeleteTerrain()
3541 {
3542 }
3543
3544 public float GetWaterLevel()
3545 {
3546 return waterlevel;
3547 }
3548
3549 public override bool SupportsCombining()
3550 {
3551 return true;
3552 }
3553
3554 public override void UnCombine(PhysicsScene pScene)
3555 {
3556 IntPtr localGround = IntPtr.Zero;
3557// float[] localHeightfield;
3558 bool proceed = false;
3559 List<IntPtr> geomDestroyList = new List<IntPtr>();
3560
3561 lock (OdeLock)
3562 {
3563 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3564 {
3565 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3566 {
3567 if (geom == localGround)
3568 {
3569// localHeightfield = TerrainHeightFieldHeights[geom];
3570 proceed = true;
3571 }
3572 else
3573 {
3574 geomDestroyList.Add(geom);
3575 }
3576 }
3577
3578 if (proceed)
3579 {
3580 m_worldOffset = Vector3.Zero;
3581 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3582 m_parentScene = null;
3583
3584 foreach (IntPtr g in geomDestroyList)
3585 {
3586 // removingHeightField needs to be done or the garbage collector will
3587 // collect the terrain data before we tell ODE to destroy it causing
3588 // memory corruption
3589 if (TerrainHeightFieldHeights.ContainsKey(g))
3590 {
3591// float[] removingHeightField = TerrainHeightFieldHeights[g];
3592 TerrainHeightFieldHeights.Remove(g);
3593
3594 if (RegionTerrain.ContainsKey(g))
3595 {
3596 RegionTerrain.Remove(g);
3597 }
3598
3599 d.GeomDestroy(g);
3600 //removingHeightField = new float[0];
3601 }
3602 }
3603
3604 }
3605 else
3606 {
3607 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3608
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}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
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
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 06ed8fb..a38fccc 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1205,7 +1205,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1205 1205
1206 public override float APIDDamping{ set { return; } } 1206 public override float APIDDamping{ set { return; } }
1207 1207
1208
1209 public override void SubscribeEvents(int ms) 1208 public override void SubscribeEvents(int ms)
1210 { 1209 {
1211 m_requestedUpdateFrequency = ms; 1210 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3eb3b28..dd7902a 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2822,7 +2822,7 @@ Console.WriteLine(" JointCreateFixed");
2822 } 2822 }
2823 public override bool PIDActive { set { m_usePID = value; } } 2823 public override bool PIDActive { set { m_usePID = value; } }
2824 public override float PIDTau { set { m_PIDTau = value; } } 2824 public override float PIDTau { set { m_PIDTau = value; } }
2825 2825
2826 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2826 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2827 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2827 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2828 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2828 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 7447f76..edccf47 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.POSPlugin
299 { 299 {
300 set { return; } 300 set { return; }
301 } 301 }
302 302
303 public override Quaternion APIDTarget 303 public override Quaternion APIDTarget
304 { 304 {
305 set { return; } 305 set { return; }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..d4250c1
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,473 @@
1using System;
2using System.Reflection;
3using System.Collections;
4using System.Collections.Generic;
5using System.Runtime.Remoting.Lifetime;
6using OpenMetaverse;
7using Nini.Config;
8using OpenSim;
9using OpenSim.Framework;
10using OpenSim.Region.CoreModules.World.Meta7Windlight;
11using OpenSim.Region.Framework.Interfaces;
12using OpenSim.Region.Framework.Scenes;
13using OpenSim.Region.ScriptEngine.Shared;
14using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
15using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
16using OpenSim.Region.ScriptEngine.Interfaces;
17using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
18
19using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
20using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
21using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
22using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
23using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
24using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
25using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
26
27namespace OpenSim.Region.ScriptEngine.Shared.Api
28{
29 [Serializable]
30 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
31 {
32 internal IScriptEngine m_ScriptEngine;
33 internal SceneObjectPart m_host;
34 internal uint m_localID;
35 internal UUID m_itemID;
36 internal bool m_CMFunctionsEnabled = false;
37 internal IScriptModuleComms m_comms = null;
38
39 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
40 {
41 m_ScriptEngine = ScriptEngine;
42 m_host = host;
43 m_localID = localID;
44 m_itemID = itemID;
45
46 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
47 m_CMFunctionsEnabled = true;
48
49 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
50 if (m_comms == null)
51 m_CMFunctionsEnabled = false;
52 }
53
54 public override Object InitializeLifetimeService()
55 {
56 ILease lease = (ILease)base.InitializeLifetimeService();
57
58 if (lease.CurrentState == LeaseState.Initial)
59 {
60 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
61 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
62 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
63 }
64 return lease;
65 }
66
67 public Scene World
68 {
69 get { return m_ScriptEngine.World; }
70 }
71
72 //
73 //Dumps an error message on the debug console.
74 //
75
76 internal void CMShoutError(string message)
77 {
78 if (message.Length > 1023)
79 message = message.Substring(0, 1023);
80
81 World.SimChat(Utils.StringToBytes(message),
82 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
83
84 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
85 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
86 }
87
88 /// <summary>
89 /// Get the current Windlight scene
90 /// </summary>
91 /// <returns>List of windlight parameters</returns>
92 public LSL_List cmGetWindlightScene(LSL_List rules)
93 {
94 if (!m_CMFunctionsEnabled)
95 {
96 CMShoutError("Careminster functions are not enabled.");
97 return new LSL_List();
98 }
99 m_host.AddScriptLPS(1);
100 RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
101
102 LSL_List values = new LSL_List();
103 int idx = 0;
104 while (idx < rules.Length)
105 {
106 uint rule = (uint)rules.GetLSLIntegerItem(idx);
107 LSL_List toadd = new LSL_List();
108
109 switch (rule)
110 {
111 case (int)ScriptBaseClass.WL_AMBIENT:
112 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
113 break;
114 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
115 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
116 break;
117 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
118 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
119 break;
120 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
121 toadd.Add(new LSL_Float(wl.blurMultiplier));
122 break;
123 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
124 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
125 break;
126 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
127 toadd.Add(new LSL_Float(wl.cloudCoverage));
128 break;
129 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
130 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
131 break;
132 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
133 toadd.Add(new LSL_Float(wl.cloudScale));
134 break;
135 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
136 toadd.Add(new LSL_Float(wl.cloudScrollX));
137 break;
138 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
139 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
140 break;
141 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
142 toadd.Add(new LSL_Float(wl.cloudScrollY));
143 break;
144 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
145 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
146 break;
147 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
148 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
149 break;
150 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
151 toadd.Add(new LSL_Float(wl.densityMultiplier));
152 break;
153 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
154 toadd.Add(new LSL_Float(wl.distanceMultiplier));
155 break;
156 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
157 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
158 break;
159 case (int)ScriptBaseClass.WL_EAST_ANGLE:
160 toadd.Add(new LSL_Float(wl.eastAngle));
161 break;
162 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
163 toadd.Add(new LSL_Float(wl.fresnelOffset));
164 break;
165 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
166 toadd.Add(new LSL_Float(wl.fresnelScale));
167 break;
168 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
169 toadd.Add(new LSL_Float(wl.hazeDensity));
170 break;
171 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
172 toadd.Add(new LSL_Float(wl.hazeHorizon));
173 break;
174 case (int)ScriptBaseClass.WL_HORIZON:
175 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
176 break;
177 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
178 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
179 break;
180 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
181 toadd.Add(new LSL_Integer(wl.maxAltitude));
182 break;
183 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
184 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
185 break;
186 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
187 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
188 break;
189 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
190 toadd.Add(new LSL_Float(wl.refractScaleAbove));
191 break;
192 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
193 toadd.Add(new LSL_Float(wl.refractScaleBelow));
194 break;
195 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
196 toadd.Add(new LSL_Float(wl.sceneGamma));
197 break;
198 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
199 toadd.Add(new LSL_Float(wl.starBrightness));
200 break;
201 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
202 toadd.Add(new LSL_Float(wl.sunGlowFocus));
203 break;
204 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
205 toadd.Add(new LSL_Float(wl.sunGlowSize));
206 break;
207 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
208 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
209 break;
210 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
211 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
212 break;
213 case (int)ScriptBaseClass.WL_WATER_COLOR:
214 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
215 break;
216 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
217 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
218 break;
219 }
220
221 if (toadd.Length > 0)
222 {
223 values.Add(rule);
224 values.Add(toadd.Data[0]);
225 }
226 idx++;
227 }
228
229
230 return values;
231
232 }
233
234 private RegionMeta7WindlightData getWindlightProfileFromRules(LSL_List rules)
235 {
236 RegionMeta7WindlightData wl = (RegionMeta7WindlightData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
237
238 LSL_List values = new LSL_List();
239 int idx = 0;
240 while (idx < rules.Length)
241 {
242 uint rule = (uint)rules.GetLSLIntegerItem(idx);
243 LSL_Types.Quaternion iQ;
244 LSL_Types.Vector3 iV;
245 switch (rule)
246 {
247 case (int)ScriptBaseClass.WL_AMBIENT:
248 idx++;
249 iQ = rules.GetQuaternionItem(idx);
250 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
251 break;
252 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
253 idx++;
254 iV = rules.GetVector3Item(idx);
255 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
256 break;
257 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
258 idx++;
259 iQ = rules.GetQuaternionItem(idx);
260 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
261 break;
262 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
263 idx++;
264 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
265 break;
266 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
267 idx++;
268 iQ = rules.GetQuaternionItem(idx);
269 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
270 break;
271 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
272 idx++;
273 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
274 break;
275 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
276 idx++;
277 iV = rules.GetVector3Item(idx);
278 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
279 break;
280 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
281 idx++;
282 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
283 break;
284 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
285 idx++;
286 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
287 break;
288 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
289 idx++;
290 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
291 break;
292 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
293 idx++;
294 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
295 break;
296 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
297 idx++;
298 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
299 break;
300 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
301 idx++;
302 iV = rules.GetVector3Item(idx);
303 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
304 break;
305 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
306 idx++;
307 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
308 break;
309 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
310 idx++;
311 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
312 break;
313 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
314 idx++;
315 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
316 break;
317 case (int)ScriptBaseClass.WL_EAST_ANGLE:
318 idx++;
319 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
320 break;
321 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
322 idx++;
323 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
324 break;
325 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
326 idx++;
327 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
328 break;
329 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
330 idx++;
331 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
332 break;
333 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
334 idx++;
335 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
336 break;
337 case (int)ScriptBaseClass.WL_HORIZON:
338 idx++;
339 iQ = rules.GetQuaternionItem(idx);
340 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
341 break;
342 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
343 idx++;
344 iV = rules.GetVector3Item(idx);
345 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
346 break;
347 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
348 idx++;
349 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
350 break;
351 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
352 idx++;
353 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
354 break;
355 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
356 idx++;
357 iV = rules.GetVector3Item(idx);
358 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
359 break;
360 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
361 idx++;
362 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
363 break;
364 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
365 idx++;
366 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
367 break;
368 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
369 idx++;
370 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
371 break;
372 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
373 idx++;
374 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
375 break;
376 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
377 idx++;
378 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
379 break;
380 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
381 idx++;
382 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
383 break;
384 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
385 idx++;
386 iQ = rules.GetQuaternionItem(idx);
387 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
388 break;
389 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
390 idx++;
391 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
392 break;
393 case (int)ScriptBaseClass.WL_WATER_COLOR:
394 idx++;
395 iV = rules.GetVector3Item(idx);
396 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
397 break;
398 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
399 idx++;
400 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
401 break;
402 }
403 idx++;
404 }
405 return wl;
406 }
407 /// <summary>
408 /// Set the current Windlight scene
409 /// </summary>
410 /// <param name="rules"></param>
411 /// <returns>success: true or false</returns>
412 public int cmSetWindlightScene(LSL_List rules)
413 {
414 if (!m_CMFunctionsEnabled)
415 {
416 CMShoutError("Careminster functions are not enabled.");
417 return 0;
418 }
419 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
420 {
421 CMShoutError("cmSetWindlightScene can only be used by estate managers or owners.");
422 return 0;
423 }
424 int success = 0;
425 m_host.AddScriptLPS(1);
426 if (Meta7WindlightModule.EnableWindlight)
427 {
428 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
429 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
430 success = 1;
431 }
432 else
433 {
434 CMShoutError("Windlight module is disabled");
435 return 0;
436 }
437 return success;
438 }
439 /// <summary>
440 /// Set the current Windlight scene to a target avatar
441 /// </summary>
442 /// <param name="rules"></param>
443 /// <returns>success: true or false</returns>
444 public int cmSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
445 {
446 if (!m_CMFunctionsEnabled)
447 {
448 CMShoutError("Careminster functions are not enabled.");
449 return 0;
450 }
451 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
452 {
453 CMShoutError("cmSetWindlightSceneTargeted can only be used by estate managers or owners.");
454 return 0;
455 }
456 int success = 0;
457 m_host.AddScriptLPS(1);
458 if (Meta7WindlightModule.EnableWindlight)
459 {
460 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
461 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
462 success = 1;
463 }
464 else
465 {
466 CMShoutError("Windlight module is disabled");
467 return 0;
468 }
469 return success;
470 }
471
472 }
473}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index cf3a1a0..28932b6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -272,40 +275,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 275 protected UUID InventorySelf()
273 { 276 {
274 UUID invItemID = new UUID(); 277 UUID invItemID = new UUID();
275 278 bool unlock = false;
276 lock (m_host.TaskInventory) 279 if (!m_host.TaskInventory.IsReadLockedByMe())
280 {
281 m_host.TaskInventory.LockItemsForRead(true);
282 unlock = true;
283 }
284 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 285 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 286 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 287 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 288 invItemID = inv.Key;
281 { 289 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 290 }
286 } 291 }
287 292 if (unlock)
293 {
294 m_host.TaskInventory.LockItemsForRead(false);
295 }
288 return invItemID; 296 return invItemID;
289 } 297 }
290 298
291 protected UUID InventoryKey(string name, int type) 299 protected UUID InventoryKey(string name, int type)
292 { 300 {
293 m_host.AddScriptLPS(1); 301 m_host.AddScriptLPS(1);
294 302 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 303
304 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 305 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 306 if (inv.Value.Name == name)
298 { 307 {
299 if (inv.Value.Name == name) 308 m_host.TaskInventory.LockItemsForRead(false);
309
310 if (inv.Value.Type != type)
300 { 311 {
301 if (inv.Value.Type != type) 312 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 313 }
314
315 return inv.Value.AssetID;
306 } 316 }
307 } 317 }
308 318
319 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 320 return UUID.Zero;
310 } 321 }
311 322
@@ -313,17 +324,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 324 {
314 m_host.AddScriptLPS(1); 325 m_host.AddScriptLPS(1);
315 326
316 lock (m_host.TaskInventory) 327
328 m_host.TaskInventory.LockItemsForRead(true);
329
330 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 331 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 332 if (inv.Value.Name == name)
319 { 333 {
320 if (inv.Value.Name == name) 334 m_host.TaskInventory.LockItemsForRead(false);
321 { 335 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 336 }
325 } 337 }
326 338
339 m_host.TaskInventory.LockItemsForRead(false);
340
341
327 return UUID.Zero; 342 return UUID.Zero;
328 } 343 }
329 344
@@ -2555,12 +2570,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2555 2570
2556 m_host.AddScriptLPS(1); 2571 m_host.AddScriptLPS(1);
2557 2572
2573 m_host.TaskInventory.LockItemsForRead(true);
2558 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2574 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2559 2575 m_host.TaskInventory.LockItemsForRead(false);
2560 lock (m_host.TaskInventory)
2561 {
2562 item = m_host.TaskInventory[invItemID];
2563 }
2564 2576
2565 if (item.PermsGranter == UUID.Zero) 2577 if (item.PermsGranter == UUID.Zero)
2566 return 0; 2578 return 0;
@@ -2635,6 +2647,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2635 if (dist > m_ScriptDistanceFactor * 10.0f) 2647 if (dist > m_ScriptDistanceFactor * 10.0f)
2636 return; 2648 return;
2637 2649
2650 //Clone is thread-safe
2638 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2651 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2639 2652
2640 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2653 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2720,6 +2733,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2720 // Orient the object to the angle calculated 2733 // Orient the object to the angle calculated
2721 llSetRot(rot); 2734 llSetRot(rot);
2722 } 2735 }
2736
2737 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2738 {
2739 m_host.AddScriptLPS(1);
2740// NotImplemented("llRotLookAt");
2741 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2742
2743 }
2723 2744
2724 public void llStopLookAt() 2745 public void llStopLookAt()
2725 { 2746 {
@@ -2759,13 +2780,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2759 { 2780 {
2760 TaskInventoryItem item; 2781 TaskInventoryItem item;
2761 2782
2762 lock (m_host.TaskInventory) 2783 m_host.TaskInventory.LockItemsForRead(true);
2784 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2763 { 2785 {
2764 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2786 m_host.TaskInventory.LockItemsForRead(false);
2765 return; 2787 return;
2766 else
2767 item = m_host.TaskInventory[InventorySelf()];
2768 } 2788 }
2789 else
2790 {
2791 item = m_host.TaskInventory[InventorySelf()];
2792 }
2793 m_host.TaskInventory.LockItemsForRead(false);
2769 2794
2770 if (item.PermsGranter != UUID.Zero) 2795 if (item.PermsGranter != UUID.Zero)
2771 { 2796 {
@@ -2787,13 +2812,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2787 { 2812 {
2788 TaskInventoryItem item; 2813 TaskInventoryItem item;
2789 2814
2815 m_host.TaskInventory.LockItemsForRead(true);
2790 lock (m_host.TaskInventory) 2816 lock (m_host.TaskInventory)
2791 { 2817 {
2818
2792 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2819 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2820 {
2821 m_host.TaskInventory.LockItemsForRead(false);
2793 return; 2822 return;
2823 }
2794 else 2824 else
2825 {
2795 item = m_host.TaskInventory[InventorySelf()]; 2826 item = m_host.TaskInventory[InventorySelf()];
2827 }
2796 } 2828 }
2829 m_host.TaskInventory.LockItemsForRead(false);
2797 2830
2798 m_host.AddScriptLPS(1); 2831 m_host.AddScriptLPS(1);
2799 2832
@@ -2830,14 +2863,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2830 2863
2831 TaskInventoryItem item; 2864 TaskInventoryItem item;
2832 2865
2833 lock (m_host.TaskInventory) 2866 m_host.TaskInventory.LockItemsForRead(true);
2867
2868 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2834 { 2869 {
2835 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2870 m_host.TaskInventory.LockItemsForRead(false);
2836 return; 2871 return;
2837 else 2872 }
2838 item = m_host.TaskInventory[InventorySelf()]; 2873 else
2874 {
2875 item = m_host.TaskInventory[InventorySelf()];
2839 } 2876 }
2840 2877
2878 m_host.TaskInventory.LockItemsForRead(false);
2879
2841 if (item.PermsGranter != m_host.OwnerID) 2880 if (item.PermsGranter != m_host.OwnerID)
2842 return; 2881 return;
2843 2882
@@ -2862,13 +2901,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2862 2901
2863 TaskInventoryItem item; 2902 TaskInventoryItem item;
2864 2903
2865 lock (m_host.TaskInventory) 2904 m_host.TaskInventory.LockItemsForRead(true);
2905
2906 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2866 { 2907 {
2867 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2908 m_host.TaskInventory.LockItemsForRead(false);
2868 return; 2909 return;
2869 else 2910 }
2870 item = m_host.TaskInventory[InventorySelf()]; 2911 else
2912 {
2913 item = m_host.TaskInventory[InventorySelf()];
2871 } 2914 }
2915 m_host.TaskInventory.LockItemsForRead(false);
2916
2872 2917
2873 if (item.PermsGranter != m_host.OwnerID) 2918 if (item.PermsGranter != m_host.OwnerID)
2874 return; 2919 return;
@@ -2904,8 +2949,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2904 return m_host.OwnerID.ToString(); 2949 return m_host.OwnerID.ToString();
2905 } 2950 }
2906 2951
2952 [DebuggerNonUserCode]
2907 public void llInstantMessage(string user, string message) 2953 public void llInstantMessage(string user, string message)
2908 { 2954 {
2955 UUID result;
2956 if (!UUID.TryParse(user, out result))
2957 {
2958 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
2959 return;
2960 }
2961
2962
2909 m_host.AddScriptLPS(1); 2963 m_host.AddScriptLPS(1);
2910 2964
2911 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 2965 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2920,7 +2974,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2920 UUID friendTransactionID = UUID.Random(); 2974 UUID friendTransactionID = UUID.Random();
2921 2975
2922 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 2976 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2923 2977
2924 GridInstantMessage msg = new GridInstantMessage(); 2978 GridInstantMessage msg = new GridInstantMessage();
2925 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 2979 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2926 msg.toAgentID = new Guid(user); // toAgentID.Guid; 2980 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3069,13 +3123,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3069 m_host.AddScriptLPS(1); 3123 m_host.AddScriptLPS(1);
3070 } 3124 }
3071 3125
3072 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3073 {
3074 m_host.AddScriptLPS(1);
3075// NotImplemented("llRotLookAt");
3076 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3077 }
3078
3079 public LSL_Integer llStringLength(string str) 3126 public LSL_Integer llStringLength(string str)
3080 { 3127 {
3081 m_host.AddScriptLPS(1); 3128 m_host.AddScriptLPS(1);
@@ -3099,14 +3146,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3099 3146
3100 TaskInventoryItem item; 3147 TaskInventoryItem item;
3101 3148
3102 lock (m_host.TaskInventory) 3149 m_host.TaskInventory.LockItemsForRead(true);
3150 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3103 { 3151 {
3104 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3152 m_host.TaskInventory.LockItemsForRead(false);
3105 return; 3153 return;
3106 else
3107 item = m_host.TaskInventory[InventorySelf()];
3108 } 3154 }
3109 3155 else
3156 {
3157 item = m_host.TaskInventory[InventorySelf()];
3158 }
3159 m_host.TaskInventory.LockItemsForRead(false);
3110 if (item.PermsGranter == UUID.Zero) 3160 if (item.PermsGranter == UUID.Zero)
3111 return; 3161 return;
3112 3162
@@ -3136,13 +3186,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3136 3186
3137 TaskInventoryItem item; 3187 TaskInventoryItem item;
3138 3188
3139 lock (m_host.TaskInventory) 3189 m_host.TaskInventory.LockItemsForRead(true);
3190 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3140 { 3191 {
3141 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3192 m_host.TaskInventory.LockItemsForRead(false);
3142 return; 3193 return;
3143 else
3144 item = m_host.TaskInventory[InventorySelf()];
3145 } 3194 }
3195 else
3196 {
3197 item = m_host.TaskInventory[InventorySelf()];
3198 }
3199 m_host.TaskInventory.LockItemsForRead(false);
3200
3146 3201
3147 if (item.PermsGranter == UUID.Zero) 3202 if (item.PermsGranter == UUID.Zero)
3148 return; 3203 return;
@@ -3215,10 +3270,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3215 3270
3216 TaskInventoryItem item; 3271 TaskInventoryItem item;
3217 3272
3218 lock (m_host.TaskInventory) 3273
3274 m_host.TaskInventory.LockItemsForRead(true);
3275 if (!m_host.TaskInventory.ContainsKey(invItemID))
3276 {
3277 m_host.TaskInventory.LockItemsForRead(false);
3278 return;
3279 }
3280 else
3219 { 3281 {
3220 item = m_host.TaskInventory[invItemID]; 3282 item = m_host.TaskInventory[invItemID];
3221 } 3283 }
3284 m_host.TaskInventory.LockItemsForRead(false);
3222 3285
3223 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3286 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3224 { 3287 {
@@ -3250,11 +3313,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3250 3313
3251 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3314 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3252 { 3315 {
3253 lock (m_host.TaskInventory) 3316 m_host.TaskInventory.LockItemsForWrite(true);
3254 { 3317 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3255 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3318 m_host.TaskInventory[invItemID].PermsMask = perm;
3256 m_host.TaskInventory[invItemID].PermsMask = perm; 3319 m_host.TaskInventory.LockItemsForWrite(false);
3257 }
3258 3320
3259 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3321 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3260 "run_time_permissions", new Object[] { 3322 "run_time_permissions", new Object[] {
@@ -3274,11 +3336,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3274 3336
3275 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3337 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3276 { 3338 {
3277 lock (m_host.TaskInventory) 3339 m_host.TaskInventory.LockItemsForWrite(true);
3278 { 3340 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3279 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3341 m_host.TaskInventory[invItemID].PermsMask = perm;
3280 m_host.TaskInventory[invItemID].PermsMask = perm; 3342 m_host.TaskInventory.LockItemsForWrite(false);
3281 }
3282 3343
3283 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3344 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3284 "run_time_permissions", new Object[] { 3345 "run_time_permissions", new Object[] {
@@ -3299,11 +3360,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3299 3360
3300 if (!m_waitingForScriptAnswer) 3361 if (!m_waitingForScriptAnswer)
3301 { 3362 {
3302 lock (m_host.TaskInventory) 3363 m_host.TaskInventory.LockItemsForWrite(true);
3303 { 3364 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3304 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3365 m_host.TaskInventory[invItemID].PermsMask = 0;
3305 m_host.TaskInventory[invItemID].PermsMask = 0; 3366 m_host.TaskInventory.LockItemsForWrite(false);
3306 }
3307 3367
3308 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3368 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3309 m_waitingForScriptAnswer=true; 3369 m_waitingForScriptAnswer=true;
@@ -3338,10 +3398,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3338 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3398 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3339 llReleaseControls(); 3399 llReleaseControls();
3340 3400
3341 lock (m_host.TaskInventory) 3401
3342 { 3402 m_host.TaskInventory.LockItemsForWrite(true);
3343 m_host.TaskInventory[invItemID].PermsMask = answer; 3403 m_host.TaskInventory[invItemID].PermsMask = answer;
3344 } 3404 m_host.TaskInventory.LockItemsForWrite(false);
3405
3345 3406
3346 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3407 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3347 "run_time_permissions", new Object[] { 3408 "run_time_permissions", new Object[] {
@@ -3353,16 +3414,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3353 { 3414 {
3354 m_host.AddScriptLPS(1); 3415 m_host.AddScriptLPS(1);
3355 3416
3356 lock (m_host.TaskInventory) 3417 m_host.TaskInventory.LockItemsForRead(true);
3418
3419 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3357 { 3420 {
3358 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3421 if (item.Type == 10 && item.ItemID == m_itemID)
3359 { 3422 {
3360 if (item.Type == 10 && item.ItemID == m_itemID) 3423 m_host.TaskInventory.LockItemsForRead(false);
3361 { 3424 return item.PermsGranter.ToString();
3362 return item.PermsGranter.ToString();
3363 }
3364 } 3425 }
3365 } 3426 }
3427 m_host.TaskInventory.LockItemsForRead(false);
3366 3428
3367 return UUID.Zero.ToString(); 3429 return UUID.Zero.ToString();
3368 } 3430 }
@@ -3371,19 +3433,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3371 { 3433 {
3372 m_host.AddScriptLPS(1); 3434 m_host.AddScriptLPS(1);
3373 3435
3374 lock (m_host.TaskInventory) 3436 m_host.TaskInventory.LockItemsForRead(true);
3437
3438 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3375 { 3439 {
3376 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3440 if (item.Type == 10 && item.ItemID == m_itemID)
3377 { 3441 {
3378 if (item.Type == 10 && item.ItemID == m_itemID) 3442 int perms = item.PermsMask;
3379 { 3443 if (m_automaticLinkPermission)
3380 int perms = item.PermsMask; 3444 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3381 if (m_automaticLinkPermission) 3445 m_host.TaskInventory.LockItemsForRead(false);
3382 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3446 return perms;
3383 return perms;
3384 }
3385 } 3447 }
3386 } 3448 }
3449 m_host.TaskInventory.LockItemsForRead(false);
3387 3450
3388 return 0; 3451 return 0;
3389 } 3452 }
@@ -3416,11 +3479,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3416 UUID invItemID = InventorySelf(); 3479 UUID invItemID = InventorySelf();
3417 3480
3418 TaskInventoryItem item; 3481 TaskInventoryItem item;
3419 lock (m_host.TaskInventory) 3482 m_host.TaskInventory.LockItemsForRead(true);
3420 { 3483 item = m_host.TaskInventory[invItemID];
3421 item = m_host.TaskInventory[invItemID]; 3484 m_host.TaskInventory.LockItemsForRead(false);
3422 } 3485
3423
3424 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3486 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3425 && !m_automaticLinkPermission) 3487 && !m_automaticLinkPermission)
3426 { 3488 {
@@ -3473,16 +3535,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3473 m_host.AddScriptLPS(1); 3535 m_host.AddScriptLPS(1);
3474 UUID invItemID = InventorySelf(); 3536 UUID invItemID = InventorySelf();
3475 3537
3476 lock (m_host.TaskInventory) 3538 m_host.TaskInventory.LockItemsForRead(true);
3477 {
3478 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3539 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3479 && !m_automaticLinkPermission) 3540 && !m_automaticLinkPermission)
3480 { 3541 {
3481 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3542 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3543 m_host.TaskInventory.LockItemsForRead(false);
3482 return; 3544 return;
3483 } 3545 }
3484 } 3546 m_host.TaskInventory.LockItemsForRead(false);
3485 3547
3486 if (linknum < ScriptBaseClass.LINK_THIS) 3548 if (linknum < ScriptBaseClass.LINK_THIS)
3487 return; 3549 return;
3488 3550
@@ -3659,17 +3721,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3659 m_host.AddScriptLPS(1); 3721 m_host.AddScriptLPS(1);
3660 int count = 0; 3722 int count = 0;
3661 3723
3662 lock (m_host.TaskInventory) 3724 m_host.TaskInventory.LockItemsForRead(true);
3725 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3663 { 3726 {
3664 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3727 if (inv.Value.Type == type || type == -1)
3665 { 3728 {
3666 if (inv.Value.Type == type || type == -1) 3729 count = count + 1;
3667 {
3668 count = count + 1;
3669 }
3670 } 3730 }
3671 } 3731 }
3672 3732
3733 m_host.TaskInventory.LockItemsForRead(false);
3673 return count; 3734 return count;
3674 } 3735 }
3675 3736
@@ -3678,16 +3739,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3678 m_host.AddScriptLPS(1); 3739 m_host.AddScriptLPS(1);
3679 ArrayList keys = new ArrayList(); 3740 ArrayList keys = new ArrayList();
3680 3741
3681 lock (m_host.TaskInventory) 3742 m_host.TaskInventory.LockItemsForRead(true);
3743 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3682 { 3744 {
3683 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3745 if (inv.Value.Type == type || type == -1)
3684 { 3746 {
3685 if (inv.Value.Type == type || type == -1) 3747 keys.Add(inv.Value.Name);
3686 {
3687 keys.Add(inv.Value.Name);
3688 }
3689 } 3748 }
3690 } 3749 }
3750 m_host.TaskInventory.LockItemsForRead(false);
3691 3751
3692 if (keys.Count == 0) 3752 if (keys.Count == 0)
3693 { 3753 {
@@ -3724,20 +3784,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3724 } 3784 }
3725 3785
3726 // move the first object found with this inventory name 3786 // move the first object found with this inventory name
3727 lock (m_host.TaskInventory) 3787 m_host.TaskInventory.LockItemsForRead(true);
3788 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3728 { 3789 {
3729 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3790 if (inv.Value.Name == inventory)
3730 { 3791 {
3731 if (inv.Value.Name == inventory) 3792 found = true;
3732 { 3793 objId = inv.Key;
3733 found = true; 3794 assetType = inv.Value.Type;
3734 objId = inv.Key; 3795 objName = inv.Value.Name;
3735 assetType = inv.Value.Type; 3796 break;
3736 objName = inv.Value.Name;
3737 break;
3738 }
3739 } 3797 }
3740 } 3798 }
3799 m_host.TaskInventory.LockItemsForRead(false);
3741 3800
3742 if (!found) 3801 if (!found)
3743 { 3802 {
@@ -3782,24 +3841,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3782 ScriptSleep(3000); 3841 ScriptSleep(3000);
3783 } 3842 }
3784 3843
3844 [DebuggerNonUserCode]
3785 public void llRemoveInventory(string name) 3845 public void llRemoveInventory(string name)
3786 { 3846 {
3787 m_host.AddScriptLPS(1); 3847 m_host.AddScriptLPS(1);
3788 3848
3789 lock (m_host.TaskInventory) 3849 m_host.TaskInventory.LockItemsForRead(true);
3850 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3790 { 3851 {
3791 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3852 if (item.Name == name)
3792 { 3853 {
3793 if (item.Name == name) 3854 if (item.ItemID == m_itemID)
3794 { 3855 throw new ScriptDeleteException();
3795 if (item.ItemID == m_itemID) 3856 else
3796 throw new ScriptDeleteException(); 3857 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3797 else 3858
3798 m_host.Inventory.RemoveInventoryItem(item.ItemID); 3859 m_host.TaskInventory.LockItemsForRead(false);
3799 return; 3860 return;
3800 }
3801 } 3861 }
3802 } 3862 }
3863 m_host.TaskInventory.LockItemsForRead(false);
3803 } 3864 }
3804 3865
3805 public void llSetText(string text, LSL_Vector color, double alpha) 3866 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3888,6 +3949,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3888 { 3949 {
3889 m_host.AddScriptLPS(1); 3950 m_host.AddScriptLPS(1);
3890 3951
3952 //Clone is thread safe
3891 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 3953 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3892 3954
3893 foreach (TaskInventoryItem item in itemDictionary.Values) 3955 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3978,17 +4040,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3978 UUID soundId = UUID.Zero; 4040 UUID soundId = UUID.Zero;
3979 if (!UUID.TryParse(impact_sound, out soundId)) 4041 if (!UUID.TryParse(impact_sound, out soundId))
3980 { 4042 {
3981 lock (m_host.TaskInventory) 4043 m_host.TaskInventory.LockItemsForRead(true);
4044 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3982 { 4045 {
3983 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4046 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
3984 { 4047 {
3985 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4048 soundId = item.AssetID;
3986 { 4049 break;
3987 soundId = item.AssetID;
3988 break;
3989 }
3990 } 4050 }
3991 } 4051 }
4052 m_host.TaskInventory.LockItemsForRead(false);
3992 } 4053 }
3993 m_host.CollisionSound = soundId; 4054 m_host.CollisionSound = soundId;
3994 m_host.CollisionSoundVolume = (float)impact_volume; 4055 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4034,6 +4095,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4034 UUID partItemID; 4095 UUID partItemID;
4035 foreach (SceneObjectPart part in parts) 4096 foreach (SceneObjectPart part in parts)
4036 { 4097 {
4098 //Clone is thread safe
4037 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4099 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4038 4100
4039 foreach (TaskInventoryItem item in itemsDictionary.Values) 4101 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4241,17 +4303,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4241 4303
4242 m_host.AddScriptLPS(1); 4304 m_host.AddScriptLPS(1);
4243 4305
4244 lock (m_host.TaskInventory) 4306 m_host.TaskInventory.LockItemsForRead(true);
4307 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4245 { 4308 {
4246 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4309 if (item.Type == 10 && item.ItemID == m_itemID)
4247 { 4310 {
4248 if (item.Type == 10 && item.ItemID == m_itemID) 4311 result = item.Name!=null?item.Name:String.Empty;
4249 { 4312 break;
4250 result = item.Name!=null?item.Name:String.Empty;
4251 break;
4252 }
4253 } 4313 }
4254 } 4314 }
4315 m_host.TaskInventory.LockItemsForRead(false);
4255 4316
4256 return result; 4317 return result;
4257 } 4318 }
@@ -4509,23 +4570,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4509 { 4570 {
4510 m_host.AddScriptLPS(1); 4571 m_host.AddScriptLPS(1);
4511 4572
4512 lock (m_host.TaskInventory) 4573 m_host.TaskInventory.LockItemsForRead(true);
4574 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4513 { 4575 {
4514 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4576 if (inv.Value.Name == name)
4515 { 4577 {
4516 if (inv.Value.Name == name) 4578 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4517 { 4579 {
4518 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4580 m_host.TaskInventory.LockItemsForRead(false);
4519 { 4581 return inv.Value.AssetID.ToString();
4520 return inv.Value.AssetID.ToString(); 4582 }
4521 } 4583 else
4522 else 4584 {
4523 { 4585 m_host.TaskInventory.LockItemsForRead(false);
4524 return UUID.Zero.ToString(); 4586 return UUID.Zero.ToString();
4525 }
4526 } 4587 }
4527 } 4588 }
4528 } 4589 }
4590 m_host.TaskInventory.LockItemsForRead(false);
4529 4591
4530 return UUID.Zero.ToString(); 4592 return UUID.Zero.ToString();
4531 } 4593 }
@@ -6021,14 +6083,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6021 6083
6022 protected UUID GetTaskInventoryItem(string name) 6084 protected UUID GetTaskInventoryItem(string name)
6023 { 6085 {
6024 lock (m_host.TaskInventory) 6086 m_host.TaskInventory.LockItemsForRead(true);
6087 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6025 { 6088 {
6026 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6089 if (inv.Value.Name == name)
6027 { 6090 {
6028 if (inv.Value.Name == name) 6091 m_host.TaskInventory.LockItemsForRead(false);
6029 return inv.Key; 6092 return inv.Key;
6030 } 6093 }
6031 } 6094 }
6095 m_host.TaskInventory.LockItemsForRead(false);
6032 6096
6033 return UUID.Zero; 6097 return UUID.Zero;
6034 } 6098 }
@@ -6339,22 +6403,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6339 } 6403 }
6340 6404
6341 // copy the first script found with this inventory name 6405 // copy the first script found with this inventory name
6342 lock (m_host.TaskInventory) 6406 m_host.TaskInventory.LockItemsForRead(true);
6407 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6343 { 6408 {
6344 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6409 if (inv.Value.Name == name)
6345 { 6410 {
6346 if (inv.Value.Name == name) 6411 // make sure the object is a script
6412 if (10 == inv.Value.Type)
6347 { 6413 {
6348 // make sure the object is a script 6414 found = true;
6349 if (10 == inv.Value.Type) 6415 srcId = inv.Key;
6350 { 6416 break;
6351 found = true;
6352 srcId = inv.Key;
6353 break;
6354 }
6355 } 6417 }
6356 } 6418 }
6357 } 6419 }
6420 m_host.TaskInventory.LockItemsForRead(false);
6358 6421
6359 if (!found) 6422 if (!found)
6360 { 6423 {
@@ -8170,28 +8233,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8170 { 8233 {
8171 m_host.AddScriptLPS(1); 8234 m_host.AddScriptLPS(1);
8172 8235
8173 lock (m_host.TaskInventory) 8236 m_host.TaskInventory.LockItemsForRead(true);
8237 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8174 { 8238 {
8175 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8239 if (inv.Value.Name == item)
8176 { 8240 {
8177 if (inv.Value.Name == item) 8241 m_host.TaskInventory.LockItemsForRead(false);
8242 switch (mask)
8178 { 8243 {
8179 switch (mask) 8244 case 0:
8180 { 8245 return (int)inv.Value.BasePermissions;
8181 case 0: 8246 case 1:
8182 return (int)inv.Value.BasePermissions; 8247 return (int)inv.Value.CurrentPermissions;
8183 case 1: 8248 case 2:
8184 return (int)inv.Value.CurrentPermissions; 8249 return (int)inv.Value.GroupPermissions;
8185 case 2: 8250 case 3:
8186 return (int)inv.Value.GroupPermissions; 8251 return (int)inv.Value.EveryonePermissions;
8187 case 3: 8252 case 4:
8188 return (int)inv.Value.EveryonePermissions; 8253 return (int)inv.Value.NextPermissions;
8189 case 4:
8190 return (int)inv.Value.NextPermissions;
8191 }
8192 } 8254 }
8193 } 8255 }
8194 } 8256 }
8257 m_host.TaskInventory.LockItemsForRead(false);
8195 8258
8196 return -1; 8259 return -1;
8197 } 8260 }
@@ -8206,16 +8269,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8206 { 8269 {
8207 m_host.AddScriptLPS(1); 8270 m_host.AddScriptLPS(1);
8208 8271
8209 lock (m_host.TaskInventory) 8272 m_host.TaskInventory.LockItemsForRead(true);
8273 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8210 { 8274 {
8211 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8275 if (inv.Value.Name == item)
8212 { 8276 {
8213 if (inv.Value.Name == item) 8277 m_host.TaskInventory.LockItemsForRead(false);
8214 { 8278 return inv.Value.CreatorID.ToString();
8215 return inv.Value.CreatorID.ToString();
8216 }
8217 } 8279 }
8218 } 8280 }
8281 m_host.TaskInventory.LockItemsForRead(false);
8219 8282
8220 llSay(0, "No item name '" + item + "'"); 8283 llSay(0, "No item name '" + item + "'");
8221 8284
@@ -8739,16 +8802,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8739 { 8802 {
8740 m_host.AddScriptLPS(1); 8803 m_host.AddScriptLPS(1);
8741 8804
8742 lock (m_host.TaskInventory) 8805 m_host.TaskInventory.LockItemsForRead(true);
8806 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8743 { 8807 {
8744 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8808 if (inv.Value.Name == name)
8745 { 8809 {
8746 if (inv.Value.Name == name) 8810 m_host.TaskInventory.LockItemsForRead(false);
8747 { 8811 return inv.Value.Type;
8748 return inv.Value.Type;
8749 }
8750 } 8812 }
8751 } 8813 }
8814 m_host.TaskInventory.LockItemsForRead(false);
8752 8815
8753 return -1; 8816 return -1;
8754 } 8817 }
@@ -8779,17 +8842,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8779 if (invItemID == UUID.Zero) 8842 if (invItemID == UUID.Zero)
8780 return new LSL_Vector(); 8843 return new LSL_Vector();
8781 8844
8782 lock (m_host.TaskInventory) 8845 m_host.TaskInventory.LockItemsForRead(true);
8846 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8783 { 8847 {
8784 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 8848 m_host.TaskInventory.LockItemsForRead(false);
8785 return new LSL_Vector(); 8849 return new LSL_Vector();
8850 }
8786 8851
8787 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 8852 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8788 { 8853 {
8789 ShoutError("No permissions to track the camera"); 8854 ShoutError("No permissions to track the camera");
8790 return new LSL_Vector(); 8855 m_host.TaskInventory.LockItemsForRead(false);
8791 } 8856 return new LSL_Vector();
8792 } 8857 }
8858 m_host.TaskInventory.LockItemsForRead(false);
8793 8859
8794 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 8860 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8795 if (presence != null) 8861 if (presence != null)
@@ -8807,17 +8873,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8807 if (invItemID == UUID.Zero) 8873 if (invItemID == UUID.Zero)
8808 return new LSL_Rotation(); 8874 return new LSL_Rotation();
8809 8875
8810 lock (m_host.TaskInventory) 8876 m_host.TaskInventory.LockItemsForRead(true);
8877 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8811 { 8878 {
8812 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 8879 m_host.TaskInventory.LockItemsForRead(false);
8813 return new LSL_Rotation(); 8880 return new LSL_Rotation();
8814
8815 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8816 {
8817 ShoutError("No permissions to track the camera");
8818 return new LSL_Rotation();
8819 }
8820 } 8881 }
8882 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8883 {
8884 ShoutError("No permissions to track the camera");
8885 m_host.TaskInventory.LockItemsForRead(false);
8886 return new LSL_Rotation();
8887 }
8888 m_host.TaskInventory.LockItemsForRead(false);
8821 8889
8822 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 8890 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8823 if (presence != null) 8891 if (presence != null)
@@ -8967,14 +9035,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8967 if (objectID == UUID.Zero) return; 9035 if (objectID == UUID.Zero) return;
8968 9036
8969 UUID agentID; 9037 UUID agentID;
8970 lock (m_host.TaskInventory) 9038 m_host.TaskInventory.LockItemsForRead(true);
8971 { 9039 // we need the permission first, to know which avatar we want to set the camera for
8972 // we need the permission first, to know which avatar we want to set the camera for 9040 agentID = m_host.TaskInventory[invItemID].PermsGranter;
8973 agentID = m_host.TaskInventory[invItemID].PermsGranter;
8974 9041
8975 if (agentID == UUID.Zero) return; 9042 if (agentID == UUID.Zero)
8976 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9043 {
9044 m_host.TaskInventory.LockItemsForRead(false);
9045 return;
8977 } 9046 }
9047 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9048 {
9049 m_host.TaskInventory.LockItemsForRead(false);
9050 return;
9051 }
9052 m_host.TaskInventory.LockItemsForRead(false);
8978 9053
8979 ScenePresence presence = World.GetScenePresence(agentID); 9054 ScenePresence presence = World.GetScenePresence(agentID);
8980 9055
@@ -9024,12 +9099,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9024 9099
9025 // we need the permission first, to know which avatar we want to clear the camera for 9100 // we need the permission first, to know which avatar we want to clear the camera for
9026 UUID agentID; 9101 UUID agentID;
9027 lock (m_host.TaskInventory) 9102 m_host.TaskInventory.LockItemsForRead(true);
9103 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9104 if (agentID == UUID.Zero)
9105 {
9106 m_host.TaskInventory.LockItemsForRead(false);
9107 return;
9108 }
9109 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9028 { 9110 {
9029 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9111 m_host.TaskInventory.LockItemsForRead(false);
9030 if (agentID == UUID.Zero) return; 9112 return;
9031 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9032 } 9113 }
9114 m_host.TaskInventory.LockItemsForRead(false);
9033 9115
9034 ScenePresence presence = World.GetScenePresence(agentID); 9116 ScenePresence presence = World.GetScenePresence(agentID);
9035 9117
@@ -9486,15 +9568,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9486 9568
9487 internal UUID ScriptByName(string name) 9569 internal UUID ScriptByName(string name)
9488 { 9570 {
9489 lock (m_host.TaskInventory) 9571 m_host.TaskInventory.LockItemsForRead(true);
9572
9573 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9490 { 9574 {
9491 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 9575 if (item.Type == 10 && item.Name == name)
9492 { 9576 {
9493 if (item.Type == 10 && item.Name == name) 9577 m_host.TaskInventory.LockItemsForRead(false);
9494 return item.ItemID; 9578 return item.ItemID;
9495 } 9579 }
9496 } 9580 }
9497 9581
9582 m_host.TaskInventory.LockItemsForRead(false);
9583
9498 return UUID.Zero; 9584 return UUID.Zero;
9499 } 9585 }
9500 9586
@@ -9535,6 +9621,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9535 { 9621 {
9536 m_host.AddScriptLPS(1); 9622 m_host.AddScriptLPS(1);
9537 9623
9624 //Clone is thread safe
9538 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9625 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9539 9626
9540 UUID assetID = UUID.Zero; 9627 UUID assetID = UUID.Zero;
@@ -9597,6 +9684,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9597 { 9684 {
9598 m_host.AddScriptLPS(1); 9685 m_host.AddScriptLPS(1);
9599 9686
9687 //Clone is thread safe
9600 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9688 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9601 9689
9602 UUID assetID = UUID.Zero; 9690 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 9c7604b..bd09534 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -728,18 +728,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
728 if (target != null) 728 if (target != null)
729 { 729 {
730 UUID animID=UUID.Zero; 730 UUID animID=UUID.Zero;
731 lock (m_host.TaskInventory) 731 m_host.TaskInventory.LockItemsForRead(true);
732 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
732 { 733 {
733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 734 if (inv.Value.Name == animation)
734 { 735 {
735 if (inv.Value.Name == animation) 736 if (inv.Value.Type == (int)AssetType.Animation)
736 { 737 animID = inv.Value.AssetID;
737 if (inv.Value.Type == (int)AssetType.Animation) 738 continue;
738 animID = inv.Value.AssetID;
739 continue;
740 }
741 } 739 }
742 } 740 }
741 m_host.TaskInventory.LockItemsForRead(false);
743 if (animID == UUID.Zero) 742 if (animID == UUID.Zero)
744 target.Animator.AddAnimation(animation, m_host.UUID); 743 target.Animator.AddAnimation(animation, m_host.UUID);
745 else 744 else
@@ -761,18 +760,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
761 if (target != null) 760 if (target != null)
762 { 761 {
763 UUID animID=UUID.Zero; 762 UUID animID=UUID.Zero;
764 lock (m_host.TaskInventory) 763 m_host.TaskInventory.LockItemsForRead(true);
764 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
765 { 765 {
766 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 766 if (inv.Value.Name == animation)
767 { 767 {
768 if (inv.Value.Name == animation) 768 if (inv.Value.Type == (int)AssetType.Animation)
769 { 769 animID = inv.Value.AssetID;
770 if (inv.Value.Type == (int)AssetType.Animation) 770 continue;
771 animID = inv.Value.AssetID;
772 continue;
773 }
774 } 771 }
775 } 772 }
773 m_host.TaskInventory.LockItemsForRead(false);
776 774
777 if (animID == UUID.Zero) 775 if (animID == UUID.Zero)
778 target.Animator.RemoveAnimation(animation); 776 target.Animator.RemoveAnimation(animation);
@@ -1541,6 +1539,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1541 1539
1542 if (!UUID.TryParse(name, out assetID)) 1540 if (!UUID.TryParse(name, out assetID))
1543 { 1541 {
1542 m_host.TaskInventory.LockItemsForRead(true);
1544 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1543 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1545 { 1544 {
1546 if (item.Type == 7 && item.Name == name) 1545 if (item.Type == 7 && item.Name == name)
@@ -1548,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1548 assetID = item.AssetID; 1547 assetID = item.AssetID;
1549 } 1548 }
1550 } 1549 }
1550 m_host.TaskInventory.LockItemsForRead(false);
1551 } 1551 }
1552 1552
1553 if (assetID == UUID.Zero) 1553 if (assetID == UUID.Zero)
@@ -1594,6 +1594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1594 1594
1595 if (!UUID.TryParse(name, out assetID)) 1595 if (!UUID.TryParse(name, out assetID))
1596 { 1596 {
1597 m_host.TaskInventory.LockItemsForRead(true);
1597 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1598 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1598 { 1599 {
1599 if (item.Type == 7 && item.Name == name) 1600 if (item.Type == 7 && item.Name == name)
@@ -1601,6 +1602,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1601 assetID = item.AssetID; 1602 assetID = item.AssetID;
1602 } 1603 }
1603 } 1604 }
1605 m_host.TaskInventory.LockItemsForRead(false);
1604 } 1606 }
1605 1607
1606 if (assetID == UUID.Zero) 1608 if (assetID == UUID.Zero)
@@ -1651,6 +1653,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1651 1653
1652 if (!UUID.TryParse(name, out assetID)) 1654 if (!UUID.TryParse(name, out assetID))
1653 { 1655 {
1656 m_host.TaskInventory.LockItemsForRead(true);
1654 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1657 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1655 { 1658 {
1656 if (item.Type == 7 && item.Name == name) 1659 if (item.Type == 7 && item.Name == name)
@@ -1658,6 +1661,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1658 assetID = item.AssetID; 1661 assetID = item.AssetID;
1659 } 1662 }
1660 } 1663 }
1664 m_host.TaskInventory.LockItemsForRead(false);
1661 } 1665 }
1662 1666
1663 if (assetID == UUID.Zero) 1667 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ef990a1
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,21 @@
1using System.Collections;
2using OpenSim.Region.ScriptEngine.Interfaces;
3
4using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
5using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
6using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
7using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
8using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
9using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
10using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
11
12namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
13{
14 public interface ICM_Api
15 {
16 // Windlight Functions
17 LSL_List cmGetWindlightScene(LSL_List rules);
18 int cmSetWindlightScene(LSL_List rules);
19 int cmSetWindlightSceneTargeted(LSL_List rules, key target);
20 }
21}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 580c354..d943b59 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
80 // Avatar Info Commands 80 // Avatar Info Commands
81 string osGetAgentIP(string agent); 81 string osGetAgentIP(string agent);
82 LSL_List osGetAgents(); 82 LSL_List osGetAgents();
83 83
84 // Teleport commands 84 // Teleport commands
85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
new file mode 100644
index 0000000..7b67fa3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
@@ -0,0 +1,76 @@
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
28using System;
29using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
30using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
31using LSLInteger = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
32
33namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
34{
35 public partial class ScriptBaseClass
36 {
37 // Constants for cmWindlight*
38 public const int WL_WATER_COLOR = 0;
39 public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
40 public const int WL_UNDERWATER_FOG_MODIFIER = 2;
41 public const int WL_REFLECTION_WAVELET_SCALE = 3;
42 public const int WL_FRESNEL_SCALE = 4;
43 public const int WL_FRESNEL_OFFSET = 5;
44 public const int WL_REFRACT_SCALE_ABOVE = 6;
45 public const int WL_REFRACT_SCALE_BELOW = 7;
46 public const int WL_BLUR_MULTIPLIER = 8;
47 public const int WL_BIG_WAVE_DIRECTION = 9;
48 public const int WL_LITTLE_WAVE_DIRECTION = 10;
49 public const int WL_NORMAL_MAP_TEXTURE = 11;
50 public const int WL_HORIZON = 12;
51 public const int WL_HAZE_HORIZON = 13;
52 public const int WL_BLUE_DENSITY = 14;
53 public const int WL_HAZE_DENSITY = 15;
54 public const int WL_DENSITY_MULTIPLIER = 16;
55 public const int WL_DISTANCE_MULTIPLIER = 17;
56 public const int WL_MAX_ALTITUDE = 18;
57 public const int WL_SUN_MOON_COLOR = 19;
58 public const int WL_AMBIENT = 20;
59 public const int WL_EAST_ANGLE = 21;
60 public const int WL_SUN_GLOW_FOCUS = 22;
61 public const int WL_SUN_GLOW_SIZE = 23;
62 public const int WL_SCENE_GAMMA = 24;
63 public const int WL_STAR_BRIGHTNESS = 25;
64 public const int WL_CLOUD_COLOR = 26;
65 public const int WL_CLOUD_XY_DENSITY = 27;
66 public const int WL_CLOUD_COVERAGE = 28;
67 public const int WL_CLOUD_SCALE = 29;
68 public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
69 public const int WL_CLOUD_SCROLL_X = 31;
70 public const int WL_CLOUD_SCROLL_Y = 32;
71 public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
72 public const int WL_CLOUD_SCROLL_X_LOCK = 34;
73 public const int WL_DRAW_CLASSIC_CLOUDS = 35;
74
75 }
76}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..5bc3a88
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,76 @@
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
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public LSL_List cmGetWindlightScene(LSL_List rules)
62 {
63 return m_CM_Functions.cmGetWindlightScene(rules);
64 }
65
66 public int cmSetWindlightScene(LSL_List rules)
67 {
68 return m_CM_Functions.cmSetWindlightScene(rules);
69 }
70
71 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
72 {
73 return m_CM_Functions.cmSetWindlightSceneTargeted(rules, target);
74 }
75 }
76}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 7f67599..15e0408 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -131,6 +132,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
131 return (eventFlags); 132 return (eventFlags);
132 } 133 }
133 134
135 [DebuggerNonUserCode]
134 public void ExecuteEvent(string state, string FunctionName, object[] args) 136 public void ExecuteEvent(string state, string FunctionName, object[] args)
135 { 137 {
136 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 138 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
index 98bbc68..23138ef 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
@@ -17,6 +17,8 @@
17 <excludeFiles /> 17 <excludeFiles />
18 </DeploymentInformation> 18 </DeploymentInformation>
19 <Contents> 19 <Contents>
20 <File name="./CM_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./CM_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
20 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 22 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 23 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
22 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 24 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index 121159c..a44abb0 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index d30d2dc..6ecafd4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -237,13 +238,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
237 238
238 if (part != null) 239 if (part != null)
239 { 240 {
240 lock (part.TaskInventory) 241 part.TaskInventory.LockItemsForRead(true);
242 if (part.TaskInventory.ContainsKey(m_ItemID))
241 { 243 {
242 if (part.TaskInventory.ContainsKey(m_ItemID)) 244 m_thisScriptTask = part.TaskInventory[m_ItemID];
243 {
244 m_thisScriptTask = part.TaskInventory[m_ItemID];
245 }
246 } 245 }
246 part.TaskInventory.LockItemsForRead(false);
247 } 247 }
248 248
249 ApiManager am = new ApiManager(); 249 ApiManager am = new ApiManager();
@@ -428,14 +428,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
428 { 428 {
429 int permsMask; 429 int permsMask;
430 UUID permsGranter; 430 UUID permsGranter;
431 lock (part.TaskInventory) 431 part.TaskInventory.LockItemsForRead(true);
432 if (!part.TaskInventory.ContainsKey(m_ItemID))
432 { 433 {
433 if (!part.TaskInventory.ContainsKey(m_ItemID)) 434 part.TaskInventory.LockItemsForRead(false);
434 return; 435 return;
435
436 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
437 permsMask = part.TaskInventory[m_ItemID].PermsMask;
438 } 436 }
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 part.TaskInventory.LockItemsForRead(false);
439 440
440 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
441 { 442 {
@@ -544,6 +545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
544 return true; 545 return true;
545 } 546 }
546 547
548 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
547 public void SetState(string state) 549 public void SetState(string state)
548 { 550 {
549 if (state == State) 551 if (state == State)
@@ -555,7 +557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
555 new DetectParams[0])); 557 new DetectParams[0]));
556 PostEvent(new EventParams("state_entry", new Object[0], 558 PostEvent(new EventParams("state_entry", new Object[0],
557 new DetectParams[0])); 559 new DetectParams[0]));
558 560
559 throw new EventAbortException(); 561 throw new EventAbortException();
560 } 562 }
561 563
@@ -638,154 +640,158 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
638 /// <returns></returns> 640 /// <returns></returns>
639 public object EventProcessor() 641 public object EventProcessor()
640 { 642 {
643
644 EventParams data = null;
645
646 lock (m_EventQueue)
647 {
641 lock (m_Script) 648 lock (m_Script)
642 { 649 {
643 EventParams data = null; 650 data = (EventParams) m_EventQueue.Dequeue();
644 651 if (data == null) // Shouldn't happen
645 lock (m_EventQueue)
646 { 652 {
647 data = (EventParams) m_EventQueue.Dequeue(); 653 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
648 if (data == null) // Shouldn't happen
649 { 654 {
650 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 655 m_CurrentResult = m_Engine.QueueEventHandler(this);
651 {
652 m_CurrentResult = m_Engine.QueueEventHandler(this);
653 }
654 else
655 {
656 m_CurrentResult = null;
657 }
658 return 0;
659 } 656 }
660 657 else
661 if (data.EventName == "timer")
662 m_TimerQueued = false;
663 if (data.EventName == "control")
664 { 658 {
665 if (m_ControlEventsInQueue > 0) 659 m_CurrentResult = null;
666 m_ControlEventsInQueue--;
667 } 660 }
668 if (data.EventName == "collision") 661 return 0;
669 m_CollisionInQueue = false;
670 } 662 }
671
672 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
673 663
674 m_DetectParams = data.DetectParams; 664 if (data.EventName == "timer")
675 665 m_TimerQueued = false;
676 if (data.EventName == "state") // Hardcoded state change 666 if (data.EventName == "control")
677 { 667 {
678 // m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}", 668 if (m_ControlEventsInQueue > 0)
679 // m_PrimName, m_ScriptName, data.Params[0].ToString()); 669 m_ControlEventsInQueue--;
680 m_State=data.Params[0].ToString(); 670 }
681 AsyncCommandManager.RemoveScript(m_Engine, 671 if (data.EventName == "collision")
682 m_LocalID, m_ItemID); 672 m_CollisionInQueue = false;
673 }
674 }
675 lock(m_Script)
676 {
677
678 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
683 679
684 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 680 m_DetectParams = data.DetectParams;
685 m_LocalID); 681
686 if (part != null) 682 if (data.EventName == "state") // Hardcoded state change
687 { 683 {
688 part.SetScriptEvents(m_ItemID, 684// m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
689 (int)m_Script.GetStateEventFlags(State)); 685// m_PrimName, m_ScriptName, data.Params[0].ToString());
690 } 686 m_State=data.Params[0].ToString();
687 AsyncCommandManager.RemoveScript(m_Engine,
688 m_LocalID, m_ItemID);
689
690 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
691 m_LocalID);
692 if (part != null)
693 {
694 part.SetScriptEvents(m_ItemID,
695 (int)m_Script.GetStateEventFlags(State));
691 } 696 }
692 else 697 }
698 else
699 {
700 if (m_Engine.World.PipeEventsForScript(m_LocalID) ||
701 data.EventName == "control") // Don't freeze avies!
693 { 702 {
694 if (m_Engine.World.PipeEventsForScript(m_LocalID) || 703 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
695 data.EventName == "control") // Don't freeze avies! 704 m_LocalID);
696 { 705 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
697 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 706 // m_PrimName, m_ScriptName, data.EventName, m_State);
698 m_LocalID);
699 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
700 // m_PrimName, m_ScriptName, data.EventName, m_State);
701 707
702 try 708 try
703 { 709 {
704 m_CurrentEvent = data.EventName; 710 m_CurrentEvent = data.EventName;
705 m_EventStart = DateTime.Now; 711 m_EventStart = DateTime.Now;
706 m_InEvent = true; 712 m_InEvent = true;
707 713
708 m_Script.ExecuteEvent(State, data.EventName, data.Params); 714 m_Script.ExecuteEvent(State, data.EventName, data.Params);
709 715
710 m_InEvent = false; 716 m_InEvent = false;
711 m_CurrentEvent = String.Empty; 717 m_CurrentEvent = String.Empty;
712 718
713 if (m_SaveState) 719 if (m_SaveState)
714 { 720 {
715 // This will be the very first event we deliver 721 // This will be the very first event we deliver
716 // (state_entry) in default state 722 // (state_entry) in default state
717 // 723 //
718 724
719 SaveState(m_Assembly); 725 SaveState(m_Assembly);
720 726
721 m_SaveState = false; 727 m_SaveState = false;
722 }
723 } 728 }
724 catch (Exception e) 729 }
725 { 730 catch (Exception e)
726 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message); 731 {
727 m_InEvent = false; 732 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
728 m_CurrentEvent = String.Empty; 733 m_InEvent = false;
734 m_CurrentEvent = String.Empty;
729 735
730 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException)) 736 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
731 { 737 {
732 try 738 try
733 {
734 // DISPLAY ERROR INWORLD
735 string text = FormatException(e);
736
737 if (text.Length > 1000)
738 text = text.Substring(0, 1000);
739 m_Engine.World.SimChat(Utils.StringToBytes(text),
740 ChatTypeEnum.DebugChannel, 2147483647,
741 part.AbsolutePosition,
742 part.Name, part.UUID, false);
743 }
744 catch (Exception)
745 {
746 }
747 // catch (Exception e2) // LEGIT: User Scripting
748 // {
749 // m_log.Error("[SCRIPT]: "+
750 // "Error displaying error in-world: " +
751 // e2.ToString());
752 // m_log.Error("[SCRIPT]: " +
753 // "Errormessage: Error compiling script:\r\n" +
754 // e.ToString());
755 // }
756 }
757 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
758 { 739 {
759 m_InSelfDelete = true; 740 // DISPLAY ERROR INWORLD
760 if (part != null && part.ParentGroup != null) 741 string text = FormatException(e);
761 m_Engine.World.DeleteSceneObject(part.ParentGroup, false); 742
743 if (text.Length > 1000)
744 text = text.Substring(0, 1000);
745 m_Engine.World.SimChat(Utils.StringToBytes(text),
746 ChatTypeEnum.DebugChannel, 2147483647,
747 part.AbsolutePosition,
748 part.Name, part.UUID, false);
762 } 749 }
763 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) 750 catch (Exception)
764 { 751 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 part.Inventory.RemoveInventoryItem(m_ItemID);
768 } 752 }
753 // catch (Exception e2) // LEGIT: User Scripting
754 // {
755 // m_log.Error("[SCRIPT]: "+
756 // "Error displaying error in-world: " +
757 // e2.ToString());
758 // m_log.Error("[SCRIPT]: " +
759 // "Errormessage: Error compiling script:\r\n" +
760 // e.ToString());
761 // }
762 }
763 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
764 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 m_Engine.World.DeleteSceneObject(part.ParentGroup, false);
768 }
769 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
770 {
771 m_InSelfDelete = true;
772 if (part != null && part.ParentGroup != null)
773 part.Inventory.RemoveInventoryItem(m_ItemID);
769 } 774 }
770 } 775 }
771 } 776 }
777 }
772 778
773 lock (m_EventQueue) 779 lock (m_EventQueue)
780 {
781 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
774 { 782 {
775 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 783 m_CurrentResult = m_Engine.QueueEventHandler(this);
776 { 784 }
777 m_CurrentResult = m_Engine.QueueEventHandler(this); 785 else
778 } 786 {
779 else 787 m_CurrentResult = null;
780 {
781 m_CurrentResult = null;
782 }
783 } 788 }
789 }
784 790
785 m_DetectParams = null; 791 m_DetectParams = null;
786 792
787 return 0; 793 return 0;
788 } 794 }
789 } 795 }
790 796
791 public int EventTime() 797 public int EventTime()
@@ -824,6 +830,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
824 new Object[0], new DetectParams[0])); 830 new Object[0], new DetectParams[0]));
825 } 831 }
826 832
833 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
827 public void ApiResetScript() 834 public void ApiResetScript()
828 { 835 {
829 // bool running = Running; 836 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 3f38bb6..1fc31c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -429,6 +429,11 @@ namespace OpenSim.Region.ScriptEngine.Shared
429 } 429 }
430 } 430 }
431 431
432 public int Size
433 {
434 get { return 0; }
435 }
436
432 public object[] Data 437 public object[] Data
433 { 438 {
434 get { 439 get {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 4512e98..ac3dc13 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -123,6 +126,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
123 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue(); 126 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 128
129 private void lockScriptsForRead(bool locked)
130 {
131 if (locked)
132 {
133 if (m_scriptsLock.RecursiveReadCount > 0)
134 {
135 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
136 m_scriptsLock.ExitReadLock();
137 }
138 if (m_scriptsLock.RecursiveWriteCount > 0)
139 {
140 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
141 m_scriptsLock.ExitWriteLock();
142 }
143
144 while (!m_scriptsLock.TryEnterReadLock(60000))
145 {
146 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
147 if (m_scriptsLock.IsWriteLockHeld)
148 {
149 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
150 }
151 }
152 }
153 else
154 {
155 if (m_scriptsLock.RecursiveReadCount > 0)
156 {
157 m_scriptsLock.ExitReadLock();
158 }
159 }
160 }
161 private void lockScriptsForWrite(bool locked)
162 {
163 if (locked)
164 {
165 if (m_scriptsLock.RecursiveReadCount > 0)
166 {
167 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
168 m_scriptsLock.ExitReadLock();
169 }
170 if (m_scriptsLock.RecursiveWriteCount > 0)
171 {
172 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
173 m_scriptsLock.ExitWriteLock();
174 }
175
176 while (!m_scriptsLock.TryEnterWriteLock(60000))
177 {
178 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
179 if (m_scriptsLock.IsWriteLockHeld)
180 {
181 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
182 }
183 }
184 }
185 else
186 {
187 if (m_scriptsLock.RecursiveWriteCount > 0)
188 {
189 m_scriptsLock.ExitWriteLock();
190 }
191 }
192 }
193
126 public string ScriptEngineName 194 public string ScriptEngineName
127 { 195 {
128 get { return "XEngine"; } 196 get { return "XEngine"; }
@@ -262,43 +330,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
262 330
263 public void RemoveRegion(Scene scene) 331 public void RemoveRegion(Scene scene)
264 { 332 {
265 lock (m_Scripts) 333 lockScriptsForRead(true);
334 foreach (IScriptInstance instance in m_Scripts.Values)
266 { 335 {
267 foreach (IScriptInstance instance in m_Scripts.Values) 336 // Force a final state save
337 //
338 if (m_Assemblies.ContainsKey(instance.AssetID))
268 { 339 {
269 // Force a final state save 340 string assembly = m_Assemblies[instance.AssetID];
270 // 341 instance.SaveState(assembly);
271 if (m_Assemblies.ContainsKey(instance.AssetID)) 342 }
272 {
273 string assembly = m_Assemblies[instance.AssetID];
274 instance.SaveState(assembly);
275 }
276 343
277 // Clear the event queue and abort the instance thread 344 // Clear the event queue and abort the instance thread
278 // 345 //
279 instance.ClearQueue(); 346 instance.ClearQueue();
280 instance.Stop(0); 347 instance.Stop(0);
281 348
282 // Release events, timer, etc 349 // Release events, timer, etc
283 // 350 //
284 instance.DestroyScriptInstance(); 351 instance.DestroyScriptInstance();
285 352
286 // Unload scripts and app domains 353 // Unload scripts and app domains
287 // Must be done explicitly because they have infinite 354 // Must be done explicitly because they have infinite
288 // lifetime 355 // lifetime
289 // 356 //
290 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 357 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
291 if (m_DomainScripts[instance.AppDomain].Count == 0) 358 if (m_DomainScripts[instance.AppDomain].Count == 0)
292 { 359 {
293 m_DomainScripts.Remove(instance.AppDomain); 360 m_DomainScripts.Remove(instance.AppDomain);
294 UnloadAppDomain(instance.AppDomain); 361 UnloadAppDomain(instance.AppDomain);
295 }
296 } 362 }
297 m_Scripts.Clear();
298 m_PrimObjects.Clear();
299 m_Assemblies.Clear();
300 m_DomainScripts.Clear();
301 } 363 }
364 lockScriptsForRead(false);
365 lockScriptsForWrite(true);
366 m_Scripts.Clear();
367 lockScriptsForWrite(false);
368 m_PrimObjects.Clear();
369 m_Assemblies.Clear();
370 m_DomainScripts.Clear();
371
302 lock (m_ScriptEngines) 372 lock (m_ScriptEngines)
303 { 373 {
304 m_ScriptEngines.Remove(this); 374 m_ScriptEngines.Remove(this);
@@ -357,22 +427,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
357 427
358 List<IScriptInstance> instances = new List<IScriptInstance>(); 428 List<IScriptInstance> instances = new List<IScriptInstance>();
359 429
360 lock (m_Scripts) 430 lockScriptsForRead(true);
361 { 431 foreach (IScriptInstance instance in m_Scripts.Values)
362 foreach (IScriptInstance instance in m_Scripts.Values)
363 instances.Add(instance); 432 instances.Add(instance);
364 } 433 lockScriptsForRead(false);
365 434
366 foreach (IScriptInstance i in instances) 435 foreach (IScriptInstance i in instances)
367 { 436 {
368 string assembly = String.Empty; 437 string assembly = String.Empty;
369 438
370 lock (m_Scripts) 439
371 {
372 if (!m_Assemblies.ContainsKey(i.AssetID)) 440 if (!m_Assemblies.ContainsKey(i.AssetID))
373 continue; 441 continue;
374 assembly = m_Assemblies[i.AssetID]; 442 assembly = m_Assemblies[i.AssetID];
375 } 443
376 444
377 i.SaveState(assembly); 445 i.SaveState(assembly);
378 } 446 }
@@ -684,172 +752,183 @@ namespace OpenSim.Region.ScriptEngine.XEngine
684 } 752 }
685 } 753 }
686 754
687 lock (m_Scripts) 755
756
757 ScriptInstance instance = null;
758 // Create the object record
759 lockScriptsForRead(true);
760 if ((!m_Scripts.ContainsKey(itemID)) ||
761 (m_Scripts[itemID].AssetID != assetID))
688 { 762 {
689 ScriptInstance instance = null; 763 lockScriptsForRead(false);
690 // Create the object record
691 764
692 if ((!m_Scripts.ContainsKey(itemID)) || 765 UUID appDomain = assetID;
693 (m_Scripts[itemID].AssetID != assetID))
694 {
695 UUID appDomain = assetID;
696 766
697 if (part.ParentGroup.IsAttachment) 767 if (part.ParentGroup.IsAttachment)
698 appDomain = part.ParentGroup.RootPart.UUID; 768 appDomain = part.ParentGroup.RootPart.UUID;
699 769
700 if (!m_AppDomains.ContainsKey(appDomain)) 770 if (!m_AppDomains.ContainsKey(appDomain))
771 {
772 try
701 { 773 {
702 try 774 AppDomainSetup appSetup = new AppDomainSetup();
703 { 775 // appSetup.ApplicationBase = Path.Combine(
704 AppDomainSetup appSetup = new AppDomainSetup(); 776 // "ScriptEngines",
705// appSetup.ApplicationBase = Path.Combine( 777 // m_Scene.RegionInfo.RegionID.ToString());
706// "ScriptEngines", 778
707// m_Scene.RegionInfo.RegionID.ToString()); 779 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
708 780 Evidence evidence = new Evidence(baseEvidence);
709 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 781
710 Evidence evidence = new Evidence(baseEvidence); 782 AppDomain sandbox;
711 783 if (m_AppDomainLoading)
712 AppDomain sandbox; 784 sandbox = AppDomain.CreateDomain(
713 if (m_AppDomainLoading) 785 m_Scene.RegionInfo.RegionID.ToString(),
714 sandbox = AppDomain.CreateDomain( 786 evidence, appSetup);
715 m_Scene.RegionInfo.RegionID.ToString(), 787 else
716 evidence, appSetup); 788 sandbox = AppDomain.CurrentDomain;
717 else 789
718 sandbox = AppDomain.CurrentDomain; 790 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
719 791 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
720 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 792 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
721 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 793 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
722 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 794 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
723 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 795 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
724 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 796 //sandbox.SetAppDomainPolicy(sandboxPolicy);
725 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 797
726 //sandbox.SetAppDomainPolicy(sandboxPolicy); 798 m_AppDomains[appDomain] = sandbox;
727 799
728 m_AppDomains[appDomain] = sandbox; 800 m_AppDomains[appDomain].AssemblyResolve +=
729 801 new ResolveEventHandler(
730 m_AppDomains[appDomain].AssemblyResolve += 802 AssemblyResolver.OnAssemblyResolve);
731 new ResolveEventHandler( 803 m_DomainScripts[appDomain] = new List<UUID>();
732 AssemblyResolver.OnAssemblyResolve);
733 m_DomainScripts[appDomain] = new List<UUID>();
734 }
735 catch (Exception e)
736 {
737 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
738 m_ScriptErrorMessage += "Exception creating app domain:\n";
739 m_ScriptFailCount++;
740 lock (m_AddingAssemblies)
741 {
742 m_AddingAssemblies[assembly]--;
743 }
744 return false;
745 }
746 } 804 }
747 m_DomainScripts[appDomain].Add(itemID); 805 catch (Exception e)
748
749 instance = new ScriptInstance(this, part,
750 itemID, assetID, assembly,
751 m_AppDomains[appDomain],
752 part.ParentGroup.RootPart.Name,
753 item.Name, startParam, postOnRez,
754 stateSource, m_MaxScriptQueue);
755
756 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
757 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
758
759 if (presence != null)
760 { 806 {
761 ShowScriptSaveResponse(item.OwnerID, 807 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
762 assetID, "Compile successful", true); 808 m_ScriptErrorMessage += "Exception creating app domain:\n";
809 m_ScriptFailCount++;
810 lock (m_AddingAssemblies)
811 {
812 m_AddingAssemblies[assembly]--;
813 }
814 return false;
763 } 815 }
816 }
817 m_DomainScripts[appDomain].Add(itemID);
764 818
765 instance.AppDomain = appDomain; 819 instance = new ScriptInstance(this, part,
766 instance.LineMap = linemap; 820 itemID, assetID, assembly,
821 m_AppDomains[appDomain],
822 part.ParentGroup.RootPart.Name,
823 item.Name, startParam, postOnRez,
824 stateSource, m_MaxScriptQueue);
767 825
768 m_Scripts[itemID] = instance; 826 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
769 } 827 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
770 828
771 lock (m_PrimObjects) 829 if (presence != null)
772 { 830 {
773 if (!m_PrimObjects.ContainsKey(localID)) 831 ShowScriptSaveResponse(item.OwnerID,
774 m_PrimObjects[localID] = new List<UUID>(); 832 assetID, "Compile successful", true);
833 }
775 834
776 if (!m_PrimObjects[localID].Contains(itemID)) 835 instance.AppDomain = appDomain;
777 m_PrimObjects[localID].Add(itemID); 836 instance.LineMap = linemap;
837 lockScriptsForWrite(true);
838 m_Scripts[itemID] = instance;
839 lockScriptsForWrite(false);
840 }
841 else
842 {
843 lockScriptsForRead(false);
844 }
845 lock (m_PrimObjects)
846 {
847 if (!m_PrimObjects.ContainsKey(localID))
848 m_PrimObjects[localID] = new List<UUID>();
778 849
779 } 850 if (!m_PrimObjects[localID].Contains(itemID))
851 m_PrimObjects[localID].Add(itemID);
780 852
781 if (!m_Assemblies.ContainsKey(assetID)) 853 }
782 m_Assemblies[assetID] = assembly;
783 854
784 lock (m_AddingAssemblies) 855 if (!m_Assemblies.ContainsKey(assetID))
785 { 856 m_Assemblies[assetID] = assembly;
786 m_AddingAssemblies[assembly]--;
787 }
788 857
789 if (instance!=null) 858 lock (m_AddingAssemblies)
790 instance.Init(); 859 {
860 m_AddingAssemblies[assembly]--;
791 } 861 }
862
863 if (instance!=null)
864 instance.Init();
865
792 return true; 866 return true;
793 } 867 }
794 868
795 public void OnRemoveScript(uint localID, UUID itemID) 869 public void OnRemoveScript(uint localID, UUID itemID)
796 { 870 {
797 lock (m_Scripts) 871 lockScriptsForRead(true);
872 // Do we even have it?
873 if (!m_Scripts.ContainsKey(itemID))
798 { 874 {
799 // Do we even have it? 875 lockScriptsForRead(false);
800 if (!m_Scripts.ContainsKey(itemID)) 876 return;
801 return; 877 }
802 878
803 IScriptInstance instance=m_Scripts[itemID];
804 m_Scripts.Remove(itemID);
805 879
806 instance.ClearQueue(); 880 IScriptInstance instance=m_Scripts[itemID];
807 instance.Stop(0); 881 lockScriptsForRead(false);
882 lockScriptsForWrite(true);
883 m_Scripts.Remove(itemID);
884 lockScriptsForWrite(false);
885 instance.ClearQueue();
886 instance.Stop(0);
808 887
809 SceneObjectPart part = 888 SceneObjectPart part =
810 m_Scene.GetSceneObjectPart(localID); 889 m_Scene.GetSceneObjectPart(localID);
811 890
812 if (part != null) 891 if (part != null)
813 part.RemoveScriptEvents(itemID); 892 part.RemoveScriptEvents(itemID);
814 893
815// bool objectRemoved = false; 894// bool objectRemoved = false;
816 895
817 lock (m_PrimObjects) 896 lock (m_PrimObjects)
897 {
898 // Remove the script from it's prim
899 if (m_PrimObjects.ContainsKey(localID))
818 { 900 {
819 // Remove the script from it's prim 901 // Remove inventory item record
820 if (m_PrimObjects.ContainsKey(localID)) 902 if (m_PrimObjects[localID].Contains(itemID))
821 { 903 m_PrimObjects[localID].Remove(itemID);
822 // Remove inventory item record
823 if (m_PrimObjects[localID].Contains(itemID))
824 m_PrimObjects[localID].Remove(itemID);
825 904
826 // If there are no more scripts, remove prim 905 // If there are no more scripts, remove prim
827 if (m_PrimObjects[localID].Count == 0) 906 if (m_PrimObjects[localID].Count == 0)
828 { 907 {
829 m_PrimObjects.Remove(localID); 908 m_PrimObjects.Remove(localID);
830// objectRemoved = true; 909// objectRemoved = true;
831 }
832 } 910 }
833 } 911 }
912 }
834 913
835 instance.RemoveState(); 914 instance.RemoveState();
836 instance.DestroyScriptInstance(); 915 instance.DestroyScriptInstance();
837 916
838 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 917 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
839 if (m_DomainScripts[instance.AppDomain].Count == 0) 918 if (m_DomainScripts[instance.AppDomain].Count == 0)
840 { 919 {
841 m_DomainScripts.Remove(instance.AppDomain); 920 m_DomainScripts.Remove(instance.AppDomain);
842 UnloadAppDomain(instance.AppDomain); 921 UnloadAppDomain(instance.AppDomain);
843 } 922 }
844 923
845 instance = null; 924 instance = null;
846 925
847 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 926 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
848 if (handlerObjectRemoved != null) 927 if (handlerObjectRemoved != null)
849 handlerObjectRemoved(part.UUID); 928 handlerObjectRemoved(part.UUID);
850 929
851 CleanAssemblies(); 930 CleanAssemblies();
852 } 931
853 932
854 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 933 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
855 if (handlerScriptRemoved != null) 934 if (handlerScriptRemoved != null)
@@ -1102,12 +1181,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1102 private IScriptInstance GetInstance(UUID itemID) 1181 private IScriptInstance GetInstance(UUID itemID)
1103 { 1182 {
1104 IScriptInstance instance; 1183 IScriptInstance instance;
1105 lock (m_Scripts) 1184 lockScriptsForRead(true);
1185 if (!m_Scripts.ContainsKey(itemID))
1106 { 1186 {
1107 if (!m_Scripts.ContainsKey(itemID)) 1187 lockScriptsForRead(false);
1108 return null; 1188 return null;
1109 instance = m_Scripts[itemID];
1110 } 1189 }
1190 instance = m_Scripts[itemID];
1191 lockScriptsForRead(false);
1111 return instance; 1192 return instance;
1112 } 1193 }
1113 1194
@@ -1131,6 +1212,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1131 return false; 1212 return false;
1132 } 1213 }
1133 1214
1215 [DebuggerNonUserCode]
1134 public void ApiResetScript(UUID itemID) 1216 public void ApiResetScript(UUID itemID)
1135 { 1217 {
1136 IScriptInstance instance = GetInstance(itemID); 1218 IScriptInstance instance = GetInstance(itemID);
@@ -1194,11 +1276,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1194 { 1276 {
1195 List<IScriptInstance> instances = new List<IScriptInstance>(); 1277 List<IScriptInstance> instances = new List<IScriptInstance>();
1196 1278
1197 lock (m_Scripts) 1279 lockScriptsForRead(true);
1198 { 1280 foreach (IScriptInstance instance in m_Scripts.Values)
1199 foreach (IScriptInstance instance in m_Scripts.Values)
1200 instances.Add(instance); 1281 instances.Add(instance);
1201 } 1282 lockScriptsForRead(false);
1202 1283
1203 foreach (IScriptInstance i in instances) 1284 foreach (IScriptInstance i in instances)
1204 { 1285 {