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-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs122
-rw-r--r--OpenSim/Client/MXP/ClientStack/MXPClientView.cs2
-rw-r--r--OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs2
-rw-r--r--OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs13
-rw-r--r--OpenSim/Data/MySQL/MySQLLegacyRegionData.cs199
-rw-r--r--OpenSim/Data/MySQL/Resources/032_RegionStore.sql70
-rw-r--r--OpenSim/Data/Null/NullDataStore.cs11
-rw-r--r--OpenSim/Data/SQLite/SQLiteRegionData.cs13
-rw-r--r--OpenSim/Framework/Communications/Services/LoginService.cs18
-rw-r--r--OpenSim/Framework/IClientAPI.cs2
-rw-r--r--OpenSim/Framework/RegionInfo.cs305
-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs3
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs117
-rw-r--r--OpenSim/Framework/Util.cs26
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs99
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs11
-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/Land/LandManagementModule.cs536
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs48
-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.cs29
-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.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs585
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs103
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs592
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs571
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-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/BasicPhysicsPlugin/BasicPhysicsActor.cs10
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs13
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs10
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs9
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1367
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments630
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs792
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3296
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3874
-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/Manager/PhysicsActor.cs12
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs11
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs12
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs10
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs12
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs8
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs4
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs477
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs963
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-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.cs77
-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/XEngine/XEngine.cs422
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs2
78 files changed, 15654 insertions, 1733 deletions
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 9400788..87eae1e 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -123,6 +123,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
123 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod; 123 availableMethods["admin_region_query"] = XmlRpcRegionQueryMethod;
124 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod; 124 availableMethods["admin_shutdown"] = XmlRpcShutdownMethod;
125 availableMethods["admin_broadcast"] = XmlRpcAlertMethod; 125 availableMethods["admin_broadcast"] = XmlRpcAlertMethod;
126 availableMethods["admin_dialog"] = XmlRpcDialogMethod;
126 availableMethods["admin_restart"] = XmlRpcRestartMethod; 127 availableMethods["admin_restart"] = XmlRpcRestartMethod;
127 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod; 128 availableMethods["admin_load_heightmap"] = XmlRpcLoadHeightmapMethod;
128 // User management 129 // User management
@@ -212,9 +213,59 @@ namespace OpenSim.ApplicationPlugins.RemoteController
212 if (!m_app.SceneManager.TryGetScene(regionID, out rebootedScene)) 213 if (!m_app.SceneManager.TryGetScene(regionID, out rebootedScene))
213 throw new Exception("region not found"); 214 throw new Exception("region not found");
214 215
216 int timeout = 30000;
217 string message;
218
219 if (requestData.ContainsKey("restart")
220 && ((string)requestData["restart"] == "delayed")
221 && requestData.ContainsKey("milliseconds"))
222 {
223 timeout = Int32.Parse(requestData["milliseconds"].ToString());
224
225 if (timeout < 15000)
226 {
227 //It must be at least 15 seconds or we'll cancel the reboot request
228 timeout = 15000;
229 }
230
231 message
232 = "Region is restarting in " + ((int)(timeout / 1000)).ToString()
233 + " second(s). Please save what you are doing and log out.";
234 }
235 else
236 {
237 message = "Region is restarting in 30 second(s). Please save what you are doing and log out.";
238 }
239
240 if (requestData.ContainsKey("noticetype")
241 && ((string)requestData["noticetype"] == "dialog"))
242 {
243 m_app.SceneManager.ForEachScene(
244 delegate(Scene scene)
245 {
246 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
247 if (dialogModule != null)
248 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
249 });
250 }
251 else
252 {
253 if (!requestData.ContainsKey("noticetype")
254 || ((string)requestData["noticetype"] != "none"))
255 {
256 m_app.SceneManager.ForEachScene(
257 delegate(Scene scene)
258 {
259 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
260 if (dialogModule != null)
261 dialogModule.SendGeneralAlert(message);
262 });
263 }
264 }
265
215 responseData["rebooting"] = true; 266 responseData["rebooting"] = true;
216 response.Value = responseData; 267 response.Value = responseData;
217 rebootedScene.Restart(30); 268 rebootedScene.Restart(timeout / 1000,false);
218 } 269 }
219 catch (Exception e) 270 catch (Exception e)
220 { 271 {
@@ -277,6 +328,53 @@ namespace OpenSim.ApplicationPlugins.RemoteController
277 m_log.Info("[RADMIN]: Alert request complete"); 328 m_log.Info("[RADMIN]: Alert request complete");
278 return response; 329 return response;
279 } 330 }
331 public XmlRpcResponse XmlRpcDialogMethod(XmlRpcRequest request, IPEndPoint remoteClient)
332 {
333 XmlRpcResponse response = new XmlRpcResponse();
334 Hashtable responseData = new Hashtable();
335
336 m_log.Info("[RADMIN]: Dialog request started");
337
338 try
339 {
340 Hashtable requestData = (Hashtable)request.Params[0];
341
342 checkStringParameters(request, new string[] { "password", "from", "message" });
343
344 if (m_requiredPassword != String.Empty &&
345 (!requestData.Contains("password") || (string)requestData["password"] != m_requiredPassword))
346 throw new Exception("wrong password");
347
348 string message = (string)requestData["message"];
349 string fromuuid = (string)requestData["from"];
350 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
351
352 responseData["accepted"] = true;
353 responseData["success"] = true;
354 response.Value = responseData;
355
356 m_app.SceneManager.ForEachScene(
357 delegate(Scene scene)
358 {
359 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
360 if (dialogModule != null)
361 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
362 });
363 }
364 catch (Exception e)
365 {
366 m_log.ErrorFormat("[RADMIN]: Broadcasting: failed: {0}", e.Message);
367 m_log.DebugFormat("[RADMIN]: Broadcasting: failed: {0}", e.ToString());
368
369 responseData["accepted"] = false;
370 responseData["success"] = false;
371 responseData["error"] = e.Message;
372 response.Value = responseData;
373 }
374
375 m_log.Info("[RADMIN]: Alert request complete");
376 return response;
377 }
280 378
281 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient) 379 public XmlRpcResponse XmlRpcLoadHeightmapMethod(XmlRpcRequest request, IPEndPoint remoteClient)
282 { 380 {
@@ -384,13 +482,33 @@ namespace OpenSim.ApplicationPlugins.RemoteController
384 message = "Region is going down now."; 482 message = "Region is going down now.";
385 } 483 }
386 484
387 m_app.SceneManager.ForEachScene( 485 if (requestData.ContainsKey("noticetype")
486 && ((string) requestData["noticetype"] == "dialog"))
487 {
488 m_app.SceneManager.ForEachScene(
388 delegate(Scene scene) 489 delegate(Scene scene)
389 { 490 {
390 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>(); 491 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
391 if (dialogModule != null) 492 if (dialogModule != null)
493 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
494 });
495 }
496 else
497 {
498 if (!requestData.ContainsKey("noticetype")
499 || ((string)requestData["noticetype"] != "none"))
500 {
501 m_app.SceneManager.ForEachScene(
502 delegate(Scene scene)
503 {
504 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
505 if (dialogModule != null)
392 dialogModule.SendGeneralAlert(message); 506 dialogModule.SendGeneralAlert(message);
393 }); 507 });
508 }
509 }
510
511
394 512
395 // Perform shutdown 513 // Perform shutdown
396 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing 514 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing
diff --git a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
index d414f08..33017d6 100644
--- a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
+++ b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs
@@ -923,7 +923,7 @@ namespace OpenSim.Client.MXP.ClientStack
923 // Need to translate to MXP somehow 923 // Need to translate to MXP somehow
924 } 924 }
925 925
926 public void SendGenericMessage(string method, List<string> message) 926 public void SendGenericMessage(string method, List<byte[]> message)
927 { 927 {
928 // Need to translate to MXP somehow 928 // Need to translate to MXP somehow
929 } 929 }
diff --git a/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs b/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
index d305ffe..1bdc4f8 100644
--- a/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
+++ b/OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
@@ -497,7 +497,7 @@ namespace OpenSim.Client.Sirikata.ClientStack
497 throw new System.NotImplementedException(); 497 throw new System.NotImplementedException();
498 } 498 }
499 499
500 public void SendGenericMessage(string method, List<string> message) 500 public void SendGenericMessage(string method, List<Byte[]> message)
501 { 501 {
502 throw new System.NotImplementedException(); 502 throw new System.NotImplementedException();
503 } 503 }
diff --git a/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs b/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
index ef74677..f45cb44 100644
--- a/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
+++ b/OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
@@ -504,7 +504,7 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
504 throw new System.NotImplementedException(); 504 throw new System.NotImplementedException();
505 } 505 }
506 506
507 public void SendGenericMessage(string method, List<string> message) 507 public void SendGenericMessage(string method, List<byte[]> message)
508 { 508 {
509 throw new System.NotImplementedException(); 509 throw new System.NotImplementedException();
510 } 510 }
diff --git a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
index 6371307..0b430c7 100644
--- a/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLLegacyRegionData.cs
@@ -671,7 +671,16 @@ VALUES
671 cmd.ExecuteNonQuery(); 671 cmd.ExecuteNonQuery();
672 } 672 }
673 } 673 }
674 674 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
675 {
676 //This connector doesn't support the windlight module yet
677 //Return default LL windlight settings
678 return new RegionMeta7WindlightData();
679 }
680 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
681 {
682 //This connector doesn't support the windlight module yet
683 }
675 /// <summary> 684 /// <summary>
676 /// Loads the settings of a region. 685 /// Loads the settings of a region.
677 /// </summary> 686 /// </summary>
@@ -696,7 +705,7 @@ VALUES
696 } 705 }
697 } 706 }
698 707
699 //If comes here then there is now region setting for that region 708 //If we reach this point then there are new region settings for that region
700 regionSettings = new RegionSettings(); 709 regionSettings = new RegionSettings();
701 regionSettings.RegionUUID = regionUUID; 710 regionSettings.RegionUUID = regionUUID;
702 regionSettings.OnSave += StoreRegionSettings; 711 regionSettings.OnSave += StoreRegionSettings;
diff --git a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
index a06eec3..f84beb6 100644
--- a/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLLegacyRegionData.cs
@@ -711,6 +711,102 @@ namespace OpenSim.Data.MySQL
711 } 711 }
712 } 712 }
713 713
714 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
715 {
716 RegionMeta7WindlightData nWP = new RegionMeta7WindlightData();
717 nWP.OnSave += StoreRegionWindlightSettings;
718
719 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
720 {
721 dbcon.Open();
722
723 string command = "select * from `regionwindlight` where region_id = ?regionID";
724
725 using(MySqlCommand cmd = new MySqlCommand(command))
726 {
727 cmd.Connection = dbcon;
728
729 cmd.Parameters.AddWithValue("?regionID", regionUUID.ToString());
730
731 IDataReader result = ExecuteReader(cmd);
732 if (!result.Read())
733 {
734 //No result, so store our default windlight profile and return it
735 nWP.regionID = regionUUID;
736 StoreRegionWindlightSettings(nWP);
737 return nWP;
738 }
739 else
740 {
741 UUID.TryParse(result["region_id"].ToString(), out nWP.regionID);
742 nWP.waterColor.X = Convert.ToSingle(result["water_color_r"]);
743 nWP.waterColor.Y = Convert.ToSingle(result["water_color_g"]);
744 nWP.waterColor.Z = Convert.ToSingle(result["water_color_b"]);
745 nWP.waterFogDensityExponent = Convert.ToSingle(result["water_fog_density_exponent"]);
746 nWP.underwaterFogModifier = Convert.ToSingle(result["underwater_fog_modifier"]);
747 nWP.reflectionWaveletScale.X = Convert.ToSingle(result["reflection_wavelet_scale_1"]);
748 nWP.reflectionWaveletScale.Y = Convert.ToSingle(result["reflection_wavelet_scale_2"]);
749 nWP.reflectionWaveletScale.Z = Convert.ToSingle(result["reflection_wavelet_scale_3"]);
750 nWP.fresnelScale = Convert.ToSingle(result["fresnel_scale"]);
751 nWP.fresnelOffset = Convert.ToSingle(result["fresnel_offset"]);
752 nWP.refractScaleAbove = Convert.ToSingle(result["refract_scale_above"]);
753 nWP.refractScaleBelow = Convert.ToSingle(result["refract_scale_below"]);
754 nWP.blurMultiplier = Convert.ToSingle(result["blur_multiplier"]);
755 nWP.bigWaveDirection.X = Convert.ToSingle(result["big_wave_direction_x"]);
756 nWP.bigWaveDirection.Y = Convert.ToSingle(result["big_wave_direction_y"]);
757 nWP.littleWaveDirection.X = Convert.ToSingle(result["little_wave_direction_x"]);
758 nWP.littleWaveDirection.Y = Convert.ToSingle(result["little_wave_direction_y"]);
759 UUID.TryParse(result["normal_map_texture"].ToString(), out nWP.normalMapTexture);
760 nWP.horizon.X = Convert.ToSingle(result["horizon_r"]);
761 nWP.horizon.Y = Convert.ToSingle(result["horizon_g"]);
762 nWP.horizon.Z = Convert.ToSingle(result["horizon_b"]);
763 nWP.horizon.W = Convert.ToSingle(result["horizon_i"]);
764 nWP.hazeHorizon = Convert.ToSingle(result["haze_horizon"]);
765 nWP.blueDensity.X = Convert.ToSingle(result["blue_density_r"]);
766 nWP.blueDensity.Y = Convert.ToSingle(result["blue_density_g"]);
767 nWP.blueDensity.Z = Convert.ToSingle(result["blue_density_b"]);
768 nWP.blueDensity.W = Convert.ToSingle(result["blue_density_i"]);
769 nWP.hazeDensity = Convert.ToSingle(result["haze_density"]);
770 nWP.densityMultiplier = Convert.ToSingle(result["density_multiplier"]);
771 nWP.distanceMultiplier = Convert.ToSingle(result["distance_multiplier"]);
772 nWP.maxAltitude = Convert.ToUInt16(result["max_altitude"]);
773 nWP.sunMoonColor.X = Convert.ToSingle(result["sun_moon_color_r"]);
774 nWP.sunMoonColor.Y = Convert.ToSingle(result["sun_moon_color_g"]);
775 nWP.sunMoonColor.Z = Convert.ToSingle(result["sun_moon_color_b"]);
776 nWP.sunMoonColor.W = Convert.ToSingle(result["sun_moon_color_i"]);
777 nWP.sunMoonPosition = Convert.ToSingle(result["sun_moon_position"]);
778 nWP.ambient.X = Convert.ToSingle(result["ambient_r"]);
779 nWP.ambient.Y = Convert.ToSingle(result["ambient_g"]);
780 nWP.ambient.Z = Convert.ToSingle(result["ambient_b"]);
781 nWP.ambient.W = Convert.ToSingle(result["ambient_i"]);
782 nWP.eastAngle = Convert.ToSingle(result["east_angle"]);
783 nWP.sunGlowFocus = Convert.ToSingle(result["sun_glow_focus"]);
784 nWP.sunGlowSize = Convert.ToSingle(result["sun_glow_size"]);
785 nWP.sceneGamma = Convert.ToSingle(result["scene_gamma"]);
786 nWP.starBrightness = Convert.ToSingle(result["star_brightness"]);
787 nWP.cloudColor.X = Convert.ToSingle(result["cloud_color_r"]);
788 nWP.cloudColor.Y = Convert.ToSingle(result["cloud_color_g"]);
789 nWP.cloudColor.Z = Convert.ToSingle(result["cloud_color_b"]);
790 nWP.cloudColor.W = Convert.ToSingle(result["cloud_color_i"]);
791 nWP.cloudXYDensity.X = Convert.ToSingle(result["cloud_x"]);
792 nWP.cloudXYDensity.Y = Convert.ToSingle(result["cloud_y"]);
793 nWP.cloudXYDensity.Z = Convert.ToSingle(result["cloud_density"]);
794 nWP.cloudCoverage = Convert.ToSingle(result["cloud_coverage"]);
795 nWP.cloudScale = Convert.ToSingle(result["cloud_scale"]);
796 nWP.cloudDetailXYDensity.X = Convert.ToSingle(result["cloud_detail_x"]);
797 nWP.cloudDetailXYDensity.Y = Convert.ToSingle(result["cloud_detail_y"]);
798 nWP.cloudDetailXYDensity.Z = Convert.ToSingle(result["cloud_detail_density"]);
799 nWP.cloudScrollX = Convert.ToSingle(result["cloud_scroll_x"]);
800 nWP.cloudScrollXLock = Convert.ToBoolean(result["cloud_scroll_x_lock"]);
801 nWP.cloudScrollY = Convert.ToSingle(result["cloud_scroll_y"]);
802 nWP.cloudScrollYLock = Convert.ToBoolean(result["cloud_scroll_y_lock"]);
803 nWP.drawClassicClouds = Convert.ToBoolean(result["draw_classic_clouds"]);
804 }
805 }
806 }
807 return nWP;
808 }
809
714 public RegionSettings LoadRegionSettings(UUID regionUUID) 810 public RegionSettings LoadRegionSettings(UUID regionUUID)
715 { 811 {
716 RegionSettings rs = null; 812 RegionSettings rs = null;
@@ -749,6 +845,109 @@ namespace OpenSim.Data.MySQL
749 return rs; 845 return rs;
750 } 846 }
751 847
848 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
849 {
850 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
851 {
852 dbcon.Open();
853
854 using (MySqlCommand cmd = dbcon.CreateCommand())
855 {
856 cmd.CommandText = "REPLACE INTO `regionwindlight` (`region_id`, `water_color_r`, `water_color_g`, ";
857 cmd.CommandText += "`water_color_b`, `water_fog_density_exponent`, `underwater_fog_modifier`, ";
858 cmd.CommandText += "`reflection_wavelet_scale_1`, `reflection_wavelet_scale_2`, `reflection_wavelet_scale_3`, ";
859 cmd.CommandText += "`fresnel_scale`, `fresnel_offset`, `refract_scale_above`, `refract_scale_below`, ";
860 cmd.CommandText += "`blur_multiplier`, `big_wave_direction_x`, `big_wave_direction_y`, `little_wave_direction_x`, ";
861 cmd.CommandText += "`little_wave_direction_y`, `normal_map_texture`, `horizon_r`, `horizon_g`, `horizon_b`, ";
862 cmd.CommandText += "`horizon_i`, `haze_horizon`, `blue_density_r`, `blue_density_g`, `blue_density_b`, ";
863 cmd.CommandText += "`blue_density_i`, `haze_density`, `density_multiplier`, `distance_multiplier`, `max_altitude`, ";
864 cmd.CommandText += "`sun_moon_color_r`, `sun_moon_color_g`, `sun_moon_color_b`, `sun_moon_color_i`, `sun_moon_position`, ";
865 cmd.CommandText += "`ambient_r`, `ambient_g`, `ambient_b`, `ambient_i`, `east_angle`, `sun_glow_focus`, `sun_glow_size`, ";
866 cmd.CommandText += "`scene_gamma`, `star_brightness`, `cloud_color_r`, `cloud_color_g`, `cloud_color_b`, `cloud_color_i`, ";
867 cmd.CommandText += "`cloud_x`, `cloud_y`, `cloud_density`, `cloud_coverage`, `cloud_scale`, `cloud_detail_x`, ";
868 cmd.CommandText += "`cloud_detail_y`, `cloud_detail_density`, `cloud_scroll_x`, `cloud_scroll_x_lock`, `cloud_scroll_y`, ";
869 cmd.CommandText += "`cloud_scroll_y_lock`, `draw_classic_clouds`) VALUES (?region_id, ?water_color_r, ";
870 cmd.CommandText += "?water_color_g, ?water_color_b, ?water_fog_density_exponent, ?underwater_fog_modifier, ?reflection_wavelet_scale_1, ";
871 cmd.CommandText += "?reflection_wavelet_scale_2, ?reflection_wavelet_scale_3, ?fresnel_scale, ?fresnel_offset, ?refract_scale_above, ";
872 cmd.CommandText += "?refract_scale_below, ?blur_multiplier, ?big_wave_direction_x, ?big_wave_direction_y, ?little_wave_direction_x, ";
873 cmd.CommandText += "?little_wave_direction_y, ?normal_map_texture, ?horizon_r, ?horizon_g, ?horizon_b, ?horizon_i, ?haze_horizon, ";
874 cmd.CommandText += "?blue_density_r, ?blue_density_g, ?blue_density_b, ?blue_density_i, ?haze_density, ?density_multiplier, ";
875 cmd.CommandText += "?distance_multiplier, ?max_altitude, ?sun_moon_color_r, ?sun_moon_color_g, ?sun_moon_color_b, ";
876 cmd.CommandText += "?sun_moon_color_i, ?sun_moon_position, ?ambient_r, ?ambient_g, ?ambient_b, ?ambient_i, ?east_angle, ";
877 cmd.CommandText += "?sun_glow_focus, ?sun_glow_size, ?scene_gamma, ?star_brightness, ?cloud_color_r, ?cloud_color_g, ";
878 cmd.CommandText += "?cloud_color_b, ?cloud_color_i, ?cloud_x, ?cloud_y, ?cloud_density, ?cloud_coverage, ?cloud_scale, ";
879 cmd.CommandText += "?cloud_detail_x, ?cloud_detail_y, ?cloud_detail_density, ?cloud_scroll_x, ?cloud_scroll_x_lock, ";
880 cmd.CommandText += "?cloud_scroll_y, ?cloud_scroll_y_lock, ?draw_classic_clouds)";
881
882 cmd.Parameters.AddWithValue("region_id", wl.regionID);
883 cmd.Parameters.AddWithValue("water_color_r", wl.waterColor.X);
884 cmd.Parameters.AddWithValue("water_color_g", wl.waterColor.Y);
885 cmd.Parameters.AddWithValue("water_color_b", wl.waterColor.Z);
886 cmd.Parameters.AddWithValue("water_fog_density_exponent", wl.waterFogDensityExponent);
887 cmd.Parameters.AddWithValue("underwater_fog_modifier", wl.underwaterFogModifier);
888 cmd.Parameters.AddWithValue("reflection_wavelet_scale_1", wl.reflectionWaveletScale.X);
889 cmd.Parameters.AddWithValue("reflection_wavelet_scale_2", wl.reflectionWaveletScale.Y);
890 cmd.Parameters.AddWithValue("reflection_wavelet_scale_3", wl.reflectionWaveletScale.Z);
891 cmd.Parameters.AddWithValue("fresnel_scale", wl.fresnelScale);
892 cmd.Parameters.AddWithValue("fresnel_offset", wl.fresnelOffset);
893 cmd.Parameters.AddWithValue("refract_scale_above", wl.refractScaleAbove);
894 cmd.Parameters.AddWithValue("refract_scale_below", wl.refractScaleBelow);
895 cmd.Parameters.AddWithValue("blur_multiplier", wl.blurMultiplier);
896 cmd.Parameters.AddWithValue("big_wave_direction_x", wl.bigWaveDirection.X);
897 cmd.Parameters.AddWithValue("big_wave_direction_y", wl.bigWaveDirection.Y);
898 cmd.Parameters.AddWithValue("little_wave_direction_x", wl.littleWaveDirection.X);
899 cmd.Parameters.AddWithValue("little_wave_direction_y", wl.littleWaveDirection.Y);
900 cmd.Parameters.AddWithValue("normal_map_texture", wl.normalMapTexture);
901 cmd.Parameters.AddWithValue("horizon_r", wl.horizon.X);
902 cmd.Parameters.AddWithValue("horizon_g", wl.horizon.Y);
903 cmd.Parameters.AddWithValue("horizon_b", wl.horizon.Z);
904 cmd.Parameters.AddWithValue("horizon_i", wl.horizon.W);
905 cmd.Parameters.AddWithValue("haze_horizon", wl.hazeHorizon);
906 cmd.Parameters.AddWithValue("blue_density_r", wl.blueDensity.X);
907 cmd.Parameters.AddWithValue("blue_density_g", wl.blueDensity.Y);
908 cmd.Parameters.AddWithValue("blue_density_b", wl.blueDensity.Z);
909 cmd.Parameters.AddWithValue("blue_density_i", wl.blueDensity.W);
910 cmd.Parameters.AddWithValue("haze_density", wl.hazeDensity);
911 cmd.Parameters.AddWithValue("density_multiplier", wl.densityMultiplier);
912 cmd.Parameters.AddWithValue("distance_multiplier", wl.distanceMultiplier);
913 cmd.Parameters.AddWithValue("max_altitude", wl.maxAltitude);
914 cmd.Parameters.AddWithValue("sun_moon_color_r", wl.sunMoonColor.X);
915 cmd.Parameters.AddWithValue("sun_moon_color_g", wl.sunMoonColor.Y);
916 cmd.Parameters.AddWithValue("sun_moon_color_b", wl.sunMoonColor.Z);
917 cmd.Parameters.AddWithValue("sun_moon_color_i", wl.sunMoonColor.W);
918 cmd.Parameters.AddWithValue("sun_moon_position", wl.sunMoonPosition);
919 cmd.Parameters.AddWithValue("ambient_r", wl.ambient.X);
920 cmd.Parameters.AddWithValue("ambient_g", wl.ambient.Y);
921 cmd.Parameters.AddWithValue("ambient_b", wl.ambient.Z);
922 cmd.Parameters.AddWithValue("ambient_i", wl.ambient.W);
923 cmd.Parameters.AddWithValue("east_angle", wl.eastAngle);
924 cmd.Parameters.AddWithValue("sun_glow_focus", wl.sunGlowFocus);
925 cmd.Parameters.AddWithValue("sun_glow_size", wl.sunGlowSize);
926 cmd.Parameters.AddWithValue("scene_gamma", wl.sceneGamma);
927 cmd.Parameters.AddWithValue("star_brightness", wl.starBrightness);
928 cmd.Parameters.AddWithValue("cloud_color_r", wl.cloudColor.X);
929 cmd.Parameters.AddWithValue("cloud_color_g", wl.cloudColor.Y);
930 cmd.Parameters.AddWithValue("cloud_color_b", wl.cloudColor.Z);
931 cmd.Parameters.AddWithValue("cloud_color_i", wl.cloudColor.W);
932 cmd.Parameters.AddWithValue("cloud_x", wl.cloudXYDensity.X);
933 cmd.Parameters.AddWithValue("cloud_y", wl.cloudXYDensity.Y);
934 cmd.Parameters.AddWithValue("cloud_density", wl.cloudXYDensity.Z);
935 cmd.Parameters.AddWithValue("cloud_coverage", wl.cloudCoverage);
936 cmd.Parameters.AddWithValue("cloud_scale", wl.cloudScale);
937 cmd.Parameters.AddWithValue("cloud_detail_x", wl.cloudDetailXYDensity.X);
938 cmd.Parameters.AddWithValue("cloud_detail_y", wl.cloudDetailXYDensity.Y);
939 cmd.Parameters.AddWithValue("cloud_detail_density", wl.cloudDetailXYDensity.Z);
940 cmd.Parameters.AddWithValue("cloud_scroll_x", wl.cloudScrollX);
941 cmd.Parameters.AddWithValue("cloud_scroll_x_lock", wl.cloudScrollXLock);
942 cmd.Parameters.AddWithValue("cloud_scroll_y", wl.cloudScrollY);
943 cmd.Parameters.AddWithValue("cloud_scroll_y_lock", wl.cloudScrollYLock);
944 cmd.Parameters.AddWithValue("draw_classic_clouds", wl.drawClassicClouds);
945
946 ExecuteNonQuery(cmd);
947 }
948 }
949 }
950
752 public void StoreRegionSettings(RegionSettings rs) 951 public void StoreRegionSettings(RegionSettings rs)
753 { 952 {
754 lock (m_dbLock) 953 lock (m_dbLock)
diff --git a/OpenSim/Data/MySQL/Resources/032_RegionStore.sql b/OpenSim/Data/MySQL/Resources/032_RegionStore.sql
new file mode 100644
index 0000000..b10ffcf
--- /dev/null
+++ b/OpenSim/Data/MySQL/Resources/032_RegionStore.sql
@@ -0,0 +1,70 @@
1BEGIN;
2
3CREATE TABLE `regionwindlight` (
4 `region_id` varchar(36) NOT NULL DEFAULT '000000-0000-0000-0000-000000000000',
5 `water_color_r` float(9,6) unsigned NOT NULL DEFAULT '4.000000',
6 `water_color_g` float(9,6) unsigned NOT NULL DEFAULT '38.000000',
7 `water_color_b` float(9,6) unsigned NOT NULL DEFAULT '64.000000',
8 `water_fog_density_exponent` float(3,1) unsigned NOT NULL DEFAULT '4.0',
9 `underwater_fog_modifier` float(3,2) unsigned NOT NULL DEFAULT '0.25',
10 `reflection_wavelet_scale_1` float(3,1) unsigned NOT NULL DEFAULT '2.0',
11 `reflection_wavelet_scale_2` float(3,1) unsigned NOT NULL DEFAULT '2.0',
12 `reflection_wavelet_scale_3` float(3,1) unsigned NOT NULL DEFAULT '2.0',
13 `fresnel_scale` float(3,2) unsigned NOT NULL DEFAULT '0.40',
14 `fresnel_offset` float(3,2) unsigned NOT NULL DEFAULT '0.50',
15 `refract_scale_above` float(3,2) unsigned NOT NULL DEFAULT '0.03',
16 `refract_scale_below` float(3,2) unsigned NOT NULL DEFAULT '0.20',
17 `blur_multiplier` float(4,3) unsigned NOT NULL DEFAULT '0.040',
18 `big_wave_direction_x` float(3,2) NOT NULL DEFAULT '1.05',
19 `big_wave_direction_y` float(3,2) NOT NULL DEFAULT '-0.42',
20 `little_wave_direction_x` float(3,2) NOT NULL DEFAULT '1.11',
21 `little_wave_direction_y` float(3,2) NOT NULL DEFAULT '-1.16',
22 `normal_map_texture` varchar(36) NOT NULL DEFAULT '822ded49-9a6c-f61c-cb89-6df54f42cdf4',
23 `horizon_r` float(3,2) unsigned NOT NULL DEFAULT '0.25',
24 `horizon_g` float(3,2) unsigned NOT NULL DEFAULT '0.25',
25 `horizon_b` float(3,2) unsigned NOT NULL DEFAULT '0.32',
26 `horizon_i` float(3,2) unsigned NOT NULL DEFAULT '0.32',
27 `haze_horizon` float(3,2) unsigned NOT NULL DEFAULT '0.19',
28 `blue_density_r` float(3,2) unsigned NOT NULL DEFAULT '0.12',
29 `blue_density_g` float(3,2) unsigned NOT NULL DEFAULT '0.22',
30 `blue_density_b` float(3,2) unsigned NOT NULL DEFAULT '0.38',
31 `blue_density_i` float(3,2) unsigned NOT NULL DEFAULT '0.38',
32 `haze_density` float(3,2) unsigned NOT NULL DEFAULT '0.70',
33 `density_multiplier` float(3,2) unsigned NOT NULL DEFAULT '0.18',
34 `distance_multiplier` float(4,1) unsigned NOT NULL DEFAULT '0.8',
35 `max_altitude` int(4) unsigned NOT NULL DEFAULT '1605',
36 `sun_moon_color_r` float(3,2) unsigned NOT NULL DEFAULT '0.24',
37 `sun_moon_color_g` float(3,2) unsigned NOT NULL DEFAULT '0.26',
38 `sun_moon_color_b` float(3,2) unsigned NOT NULL DEFAULT '0.30',
39 `sun_moon_color_i` float(3,2) unsigned NOT NULL DEFAULT '0.30',
40 `sun_moon_position` float(4,3) unsigned NOT NULL DEFAULT '0.317',
41 `ambient_r` float(3,2) unsigned NOT NULL DEFAULT '0.35',
42 `ambient_g` float(3,2) unsigned NOT NULL DEFAULT '0.35',
43 `ambient_b` float(3,2) unsigned NOT NULL DEFAULT '0.35',
44 `ambient_i` float(3,2) unsigned NOT NULL DEFAULT '0.35',
45 `east_angle` float(3,2) unsigned NOT NULL DEFAULT '0.00',
46 `sun_glow_focus` float(3,2) unsigned NOT NULL DEFAULT '0.10',
47 `sun_glow_size` float(3,2) unsigned NOT NULL DEFAULT '1.75',
48 `scene_gamma` float(4,2) unsigned NOT NULL DEFAULT '1.00',
49 `star_brightness` float(3,2) unsigned NOT NULL DEFAULT '0.00',
50 `cloud_color_r` float(3,2) unsigned NOT NULL DEFAULT '0.41',
51 `cloud_color_g` float(3,2) unsigned NOT NULL DEFAULT '0.41',
52 `cloud_color_b` float(3,2) unsigned NOT NULL DEFAULT '0.41',
53 `cloud_color_i` float(3,2) unsigned NOT NULL DEFAULT '0.41',
54 `cloud_x` float(3,2) unsigned NOT NULL DEFAULT '1.00',
55 `cloud_y` float(3,2) unsigned NOT NULL DEFAULT '0.53',
56 `cloud_density` float(3,2) unsigned NOT NULL DEFAULT '1.00',
57 `cloud_coverage` float(3,2) unsigned NOT NULL DEFAULT '0.27',
58 `cloud_scale` float(3,2) unsigned NOT NULL DEFAULT '0.42',
59 `cloud_detail_x` float(3,2) unsigned NOT NULL DEFAULT '1.00',
60 `cloud_detail_y` float(3,2) unsigned NOT NULL DEFAULT '0.53',
61 `cloud_detail_density` float(3,2) unsigned NOT NULL DEFAULT '0.12',
62 `cloud_scroll_x` float(3,2) unsigned NOT NULL DEFAULT '0.20',
63 `cloud_scroll_x_lock` tinyint(1) unsigned NOT NULL DEFAULT '0',
64 `cloud_scroll_y` float(3,2) unsigned NOT NULL DEFAULT '0.01',
65 `cloud_scroll_y_lock` tinyint(1) unsigned NOT NULL DEFAULT '0',
66 `draw_classic_clouds` tinyint(1) unsigned NOT NULL DEFAULT '1',
67 PRIMARY KEY (`region_id`)
68);
69
70COMMIT; \ No newline at end of file
diff --git a/OpenSim/Data/Null/NullDataStore.cs b/OpenSim/Data/Null/NullDataStore.cs
index 427fa0a..4b6d0f3 100644
--- a/OpenSim/Data/Null/NullDataStore.cs
+++ b/OpenSim/Data/Null/NullDataStore.cs
@@ -50,7 +50,16 @@ namespace OpenSim.Data.Null
50 public void StoreRegionSettings(RegionSettings rs) 50 public void StoreRegionSettings(RegionSettings rs)
51 { 51 {
52 } 52 }
53 53 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
54 {
55 //This connector doesn't support the windlight module yet
56 //Return default LL windlight settings
57 return new RegionMeta7WindlightData();
58 }
59 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
60 {
61 //This connector doesn't support the windlight module yet
62 }
54 public RegionSettings LoadRegionSettings(UUID regionUUID) 63 public RegionSettings LoadRegionSettings(UUID regionUUID)
55 { 64 {
56 return null; 65 return null;
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 5a4ee2a..81c0703 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -272,7 +272,16 @@ namespace OpenSim.Data.SQLite
272 Commit(); 272 Commit();
273 } 273 }
274 } 274 }
275 275 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
276 {
277 //This connector doesn't support the windlight module yet
278 //Return default LL windlight settings
279 return new RegionMeta7WindlightData();
280 }
281 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
282 {
283 //This connector doesn't support the windlight module yet
284 }
276 public RegionSettings LoadRegionSettings(UUID regionUUID) 285 public RegionSettings LoadRegionSettings(UUID regionUUID)
277 { 286 {
278 lock (ds) 287 lock (ds)
@@ -320,7 +329,7 @@ namespace OpenSim.Data.SQLite
320 { 329 {
321 foreach (SceneObjectPart prim in obj.Children.Values) 330 foreach (SceneObjectPart prim in obj.Children.Values)
322 { 331 {
323 m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID); 332// m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID);
324 addPrim(prim, obj.UUID, regionUUID); 333 addPrim(prim, obj.UUID, regionUUID);
325 } 334 }
326 } 335 }
diff --git a/OpenSim/Framework/Communications/Services/LoginService.cs b/OpenSim/Framework/Communications/Services/LoginService.cs
index 71b38ed..824cc57 100644
--- a/OpenSim/Framework/Communications/Services/LoginService.cs
+++ b/OpenSim/Framework/Communications/Services/LoginService.cs
@@ -88,15 +88,7 @@ namespace OpenSim.Framework.Communications.Services
88 m_welcomeMessage = welcomeMess; 88 m_welcomeMessage = welcomeMess;
89 } 89 }
90 } 90 }
91 91
92 /// <summary>
93 /// If the user is already logged in, try to notify the region that the user they've got is dead.
94 /// </summary>
95 /// <param name="theUser"></param>
96 public virtual void LogOffUser(UserProfileData theUser, string message)
97 {
98 }
99
100 /// <summary> 92 /// <summary>
101 /// Called when we receive the client's initial XMLRPC login_to_simulator request message 93 /// Called when we receive the client's initial XMLRPC login_to_simulator request message
102 /// </summary> 94 /// </summary>
@@ -1056,7 +1048,13 @@ namespace OpenSim.Framework.Communications.Services
1056 1048
1057 protected abstract RegionInfo RequestClosestRegion(string region); 1049 protected abstract RegionInfo RequestClosestRegion(string region);
1058 protected abstract RegionInfo GetRegionInfo(ulong homeRegionHandle); 1050 protected abstract RegionInfo GetRegionInfo(ulong homeRegionHandle);
1059 protected abstract RegionInfo GetRegionInfo(UUID homeRegionId); 1051 protected abstract RegionInfo GetRegionInfo(UUID homeRegionId);
1052
1053 /// <summary>
1054 /// If the user is already logged in, try to notify the region that the user they've got is dead.
1055 /// </summary>
1056 /// <param name="theUser"></param>
1057 public abstract void LogOffUser(UserProfileData theUser, string message);
1060 1058
1061 /// <summary> 1059 /// <summary>
1062 /// Prepare a login to the given region. This involves both telling the region to expect a connection 1060 /// Prepare a login to the given region. This involves both telling the region to expect a connection
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index 222bae0..06c5094 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -1142,7 +1142,7 @@ namespace OpenSim.Framework
1142 1142
1143 void SendInstantMessage(GridInstantMessage im); 1143 void SendInstantMessage(GridInstantMessage im);
1144 1144
1145 void SendGenericMessage(string method, List<string> message); 1145 void SendGenericMessage(string method, List<byte[]> message);
1146 1146
1147 void SendLayerData(float[] map); 1147 void SendLayerData(float[] map);
1148 void SendLayerData(int px, int py, float[] map); 1148 void SendLayerData(int px, int py, float[] map);
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index baef32a..99edd99 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -36,8 +36,295 @@ using OpenMetaverse;
36using OpenMetaverse.StructuredData; 36using OpenMetaverse.StructuredData;
37using OpenSim.Framework.Console; 37using OpenSim.Framework.Console;
38 38
39
39namespace OpenSim.Framework 40namespace OpenSim.Framework
40{ 41{
42 public class RegionMeta7WindlightData : ICloneable
43 {
44 public UUID regionID = UUID.Zero;
45 public Vector3 waterColor = new Vector3(4.0f,38.0f,64.0f);
46 public float waterFogDensityExponent = 4.0f;
47 public float underwaterFogModifier = 0.25f;
48 public Vector3 reflectionWaveletScale = new Vector3(2.0f,2.0f,2.0f);
49 public float fresnelScale = 0.40f;
50 public float fresnelOffset = 0.50f;
51 public float refractScaleAbove = 0.03f;
52 public float refractScaleBelow = 0.20f;
53 public float blurMultiplier = 0.040f;
54 public Vector2 bigWaveDirection = new Vector2(1.05f,-0.42f);
55 public Vector2 littleWaveDirection = new Vector2(1.11f,-1.16f);
56 public UUID normalMapTexture = new UUID("822ded49-9a6c-f61c-cb89-6df54f42cdf4");
57 public Vector4 horizon = new Vector4(0.25f, 0.25f, 0.32f, 0.32f);
58 public float hazeHorizon = 0.19f;
59 public Vector4 blueDensity = new Vector4(0.12f, 0.22f, 0.38f, 0.38f);
60 public float hazeDensity = 0.70f;
61 public float densityMultiplier = 0.18f;
62 public float distanceMultiplier = 0.8f;
63 public UInt16 maxAltitude = 1605;
64 public Vector4 sunMoonColor = new Vector4(0.24f, 0.26f, 0.30f, 0.30f);
65 public float sunMoonPosition = 0.317f;
66 public Vector4 ambient = new Vector4(0.35f,0.35f,0.35f,0.35f);
67 public float eastAngle = 0.0f;
68 public float sunGlowFocus = 0.10f;
69 public float sunGlowSize = 1.75f;
70 public float sceneGamma = 1.0f;
71 public float starBrightness = 0.0f;
72 public Vector4 cloudColor = new Vector4(0.41f, 0.41f, 0.41f, 0.41f);
73 public Vector3 cloudXYDensity = new Vector3(1.00f, 0.53f, 1.00f);
74 public float cloudCoverage = 0.27f;
75 public float cloudScale = 0.42f;
76 public Vector3 cloudDetailXYDensity = new Vector3(1.00f, 0.53f, 0.12f);
77 public float cloudScrollX = 0.20f;
78 public bool cloudScrollXLock = false;
79 public float cloudScrollY = 0.01f;
80 public bool cloudScrollYLock = false;
81 public bool drawClassicClouds = true;
82
83 public delegate void SaveDelegate(RegionMeta7WindlightData wl);
84 public event SaveDelegate OnSave;
85 public void Save()
86 {
87 if (OnSave != null)
88 OnSave(this);
89 }
90 public object Clone()
91 {
92 return this.MemberwiseClone(); // call clone method
93 }
94
95 }
96
97 [Serializable]
98 public class SimpleRegionInfo
99 {
100 // private static readonly log4net.ILog m_log
101 // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
102
103 /// <summary>
104 /// The port by which http communication occurs with the region (most noticeably, CAPS communication)
105 /// </summary>
106 public uint HttpPort
107 {
108 get { return m_httpPort; }
109 set { m_httpPort = value; }
110 }
111 protected uint m_httpPort;
112
113 /// <summary>
114 /// A well-formed URI for the host region server (namely "http://" + ExternalHostName)
115 /// </summary>
116 public string ServerURI
117 {
118 get { return m_serverURI; }
119 set { m_serverURI = value; }
120 }
121 protected string m_serverURI;
122
123 public string RegionName
124 {
125 get { return m_regionName; }
126 set { m_regionName = value; }
127 }
128 protected string m_regionName = String.Empty;
129
130 protected bool Allow_Alternate_Ports;
131 public bool m_allow_alternate_ports;
132 protected string m_externalHostName;
133
134 protected IPEndPoint m_internalEndPoint;
135 protected uint? m_regionLocX;
136 protected uint? m_regionLocY;
137 protected uint m_remotingPort;
138 public UUID RegionID = UUID.Zero;
139 public string RemotingAddress;
140 public UUID ScopeID = UUID.Zero;
141
142 public SimpleRegionInfo()
143 {
144 }
145
146 public SimpleRegionInfo(uint regionLocX, uint regionLocY, IPEndPoint internalEndPoint, string externalUri)
147 {
148 m_regionLocX = regionLocX;
149 m_regionLocY = regionLocY;
150
151 m_internalEndPoint = internalEndPoint;
152 m_externalHostName = externalUri;
153 }
154
155 public SimpleRegionInfo(uint regionLocX, uint regionLocY, string externalUri, uint port)
156 {
157 m_regionLocX = regionLocX;
158 m_regionLocY = regionLocY;
159
160 m_externalHostName = externalUri;
161
162 m_internalEndPoint = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) port);
163 }
164
165 public SimpleRegionInfo(RegionInfo ConvertFrom)
166 {
167 m_regionName = ConvertFrom.RegionName;
168 m_regionLocX = ConvertFrom.RegionLocX;
169 m_regionLocY = ConvertFrom.RegionLocY;
170 m_internalEndPoint = ConvertFrom.InternalEndPoint;
171 m_externalHostName = ConvertFrom.ExternalHostName;
172 m_remotingPort = ConvertFrom.RemotingPort;
173 m_httpPort = ConvertFrom.HttpPort;
174 m_allow_alternate_ports = ConvertFrom.m_allow_alternate_ports;
175 RemotingAddress = ConvertFrom.RemotingAddress;
176 RegionID = UUID.Zero;
177 ServerURI = ConvertFrom.ServerURI;
178 }
179
180 public uint RemotingPort
181 {
182 get { return m_remotingPort; }
183 set { m_remotingPort = value; }
184 }
185
186 /// <value>
187 /// This accessor can throw all the exceptions that Dns.GetHostAddresses can throw.
188 ///
189 /// XXX Isn't this really doing too much to be a simple getter, rather than an explict method?
190 /// </value>
191 public IPEndPoint ExternalEndPoint
192 {
193 get
194 {
195 // Old one defaults to IPv6
196 //return new IPEndPoint(Dns.GetHostAddresses(m_externalHostName)[0], m_internalEndPoint.Port);
197
198 IPAddress ia = null;
199 // If it is already an IP, don't resolve it - just return directly
200 if (IPAddress.TryParse(m_externalHostName, out ia))
201 return new IPEndPoint(ia, m_internalEndPoint.Port);
202
203 // Reset for next check
204 ia = null;
205 try
206 {
207 foreach (IPAddress Adr in Dns.GetHostAddresses(m_externalHostName))
208 {
209 if (ia == null)
210 ia = Adr;
211
212 if (Adr.AddressFamily == AddressFamily.InterNetwork)
213 {
214 ia = Adr;
215 break;
216 }
217 }
218 }
219 catch (SocketException e)
220 {
221 throw new Exception(
222 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" +
223 e + "' attached to this exception", e);
224 }
225
226 return new IPEndPoint(ia, m_internalEndPoint.Port);
227 }
228
229 set { m_externalHostName = value.ToString(); }
230 }
231
232 public string ExternalHostName
233 {
234 get { return m_externalHostName; }
235 set { m_externalHostName = value; }
236 }
237
238 public IPEndPoint InternalEndPoint
239 {
240 get { return m_internalEndPoint; }
241 set { m_internalEndPoint = value; }
242 }
243
244 public uint RegionLocX
245 {
246 get { return m_regionLocX.Value; }
247 set { m_regionLocX = value; }
248 }
249
250 public uint RegionLocY
251 {
252 get { return m_regionLocY.Value; }
253 set { m_regionLocY = value; }
254 }
255
256 public ulong RegionHandle
257 {
258 get { return Util.UIntsToLong((RegionLocX * (uint) Constants.RegionSize), (RegionLocY * (uint) Constants.RegionSize)); }
259 }
260
261 public int getInternalEndPointPort()
262 {
263 return m_internalEndPoint.Port;
264 }
265
266 public Dictionary<string, object> ToKeyValuePairs()
267 {
268 Dictionary<string, object> kvp = new Dictionary<string, object>();
269 kvp["uuid"] = RegionID.ToString();
270 kvp["locX"] = RegionLocX.ToString();
271 kvp["locY"] = RegionLocY.ToString();
272 kvp["external_ip_address"] = ExternalEndPoint.Address.ToString();
273 kvp["external_port"] = ExternalEndPoint.Port.ToString();
274 kvp["external_host_name"] = ExternalHostName;
275 kvp["http_port"] = HttpPort.ToString();
276 kvp["internal_ip_address"] = InternalEndPoint.Address.ToString();
277 kvp["internal_port"] = InternalEndPoint.Port.ToString();
278 kvp["alternate_ports"] = m_allow_alternate_ports.ToString();
279 kvp["server_uri"] = ServerURI;
280
281 return kvp;
282 }
283
284 public SimpleRegionInfo(Dictionary<string, object> kvp)
285 {
286 if ((kvp["external_ip_address"] != null) && (kvp["external_port"] != null))
287 {
288 int port = 0;
289 Int32.TryParse((string)kvp["external_port"], out port);
290 IPEndPoint ep = new IPEndPoint(IPAddress.Parse((string)kvp["external_ip_address"]), port);
291 ExternalEndPoint = ep;
292 }
293 else
294 ExternalEndPoint = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
295
296 if (kvp["external_host_name"] != null)
297 ExternalHostName = (string)kvp["external_host_name"];
298
299 if (kvp["http_port"] != null)
300 {
301 UInt32 port = 0;
302 UInt32.TryParse((string)kvp["http_port"], out port);
303 HttpPort = port;
304 }
305
306 if ((kvp["internal_ip_address"] != null) && (kvp["internal_port"] != null))
307 {
308 int port = 0;
309 Int32.TryParse((string)kvp["internal_port"], out port);
310 IPEndPoint ep = new IPEndPoint(IPAddress.Parse((string)kvp["internal_ip_address"]), port);
311 InternalEndPoint = ep;
312 }
313 else
314 InternalEndPoint = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
315
316 if (kvp["alternate_ports"] != null)
317 {
318 bool alts = false;
319 Boolean.TryParse((string)kvp["alternate_ports"], out alts);
320 m_allow_alternate_ports = alts;
321 }
322
323 if (kvp["server_uri"] != null)
324 ServerURI = (string)kvp["server_uri"];
325 }
326 }
327
41 public class RegionInfo 328 public class RegionInfo
42 { 329 {
43 // private static readonly log4net.ILog m_log 330 // private static readonly log4net.ILog m_log
@@ -73,6 +360,7 @@ namespace OpenSim.Framework
73 private bool m_clampPrimSize = false; 360 private bool m_clampPrimSize = false;
74 private int m_objectCapacity = 0; 361 private int m_objectCapacity = 0;
75 private string m_regionType = String.Empty; 362 private string m_regionType = String.Empty;
363 private RegionMeta7WindlightData m_windlight = new RegionMeta7WindlightData();
76 protected uint m_httpPort; 364 protected uint m_httpPort;
77 protected string m_serverURI; 365 protected string m_serverURI;
78 protected string m_regionName = String.Empty; 366 protected string m_regionName = String.Empty;
@@ -211,6 +499,21 @@ namespace OpenSim.Framework
211 set { m_regionSettings = value; } 499 set { m_regionSettings = value; }
212 } 500 }
213 501
502 public RegionMeta7WindlightData WindlightSettings
503 {
504 get
505 {
506 if (m_windlight == null)
507 {
508 m_windlight = new RegionMeta7WindlightData();
509 }
510
511 return m_windlight;
512 }
513
514 set { m_windlight = value; }
515 }
516
214 public int NonphysPrimMax 517 public int NonphysPrimMax
215 { 518 {
216 get { return m_nonphysPrimMax; } 519 get { return m_nonphysPrimMax; }
diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs
index ec94b2d..f618047 100644
--- a/OpenSim/Framework/Servers/VersionInfo.cs
+++ b/OpenSim/Framework/Servers/VersionInfo.cs
@@ -29,9 +29,8 @@ namespace OpenSim
29{ 29{
30 public class VersionInfo 30 public class VersionInfo
31 { 31 {
32 private const string VERSION_NUMBER = "0.6.9"; 32 private const string VERSION_NUMBER = "0.6.8CM";
33 private const Flavour VERSION_FLAVOUR = Flavour.Dev; 33 private const Flavour VERSION_FLAVOUR = Flavour.Dev;
34
35 public enum Flavour 34 public enum Flavour
36 { 35 {
37 Unknown, 36 Unknown,
diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs
index 25ae6b0..4b9a509 100644
--- a/OpenSim/Framework/TaskInventoryDictionary.cs
+++ b/OpenSim/Framework/TaskInventoryDictionary.cs
@@ -27,9 +27,12 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Threading;
31using System.Reflection;
30using System.Xml; 32using System.Xml;
31using System.Xml.Schema; 33using System.Xml.Schema;
32using System.Xml.Serialization; 34using System.Xml.Serialization;
35using log4net;
33using OpenMetaverse; 36using OpenMetaverse;
34 37
35namespace OpenSim.Framework 38namespace OpenSim.Framework
@@ -45,6 +48,111 @@ namespace OpenSim.Framework
45 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 49
47 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem)); 50 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52
53 private Thread LockedByThread;
54 /// <value>
55 /// An advanced lock for inventory data
56 /// </value>
57 private System.Threading.ReaderWriterLockSlim m_itemLock = new System.Threading.ReaderWriterLockSlim();
58
59 /// <summary>
60 /// Are we readlocked by the calling thread?
61 /// </summary>
62 public bool IsReadLockedByMe()
63 {
64 if (m_itemLock.RecursiveReadCount > 0)
65 {
66 return true;
67 }
68 else
69 {
70 return false;
71 }
72 }
73
74 /// <summary>
75 /// Lock our inventory list for reading (many can read, one can write)
76 /// </summary>
77 public void LockItemsForRead(bool locked)
78 {
79 if (locked)
80 {
81 if (m_itemLock.IsWriteLockHeld && LockedByThread != null)
82 {
83 if (!LockedByThread.IsAlive)
84 {
85 //Locked by dead thread, reset.
86 m_itemLock = new System.Threading.ReaderWriterLockSlim();
87 }
88 }
89
90 if (m_itemLock.RecursiveReadCount > 0)
91 {
92 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
93 m_itemLock.ExitReadLock();
94 }
95 if (m_itemLock.RecursiveWriteCount > 0)
96 {
97 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
98 m_itemLock.ExitWriteLock();
99 }
100
101 while (!m_itemLock.TryEnterReadLock(60000))
102 {
103 m_log.Error("Thread lock detected while trying to aquire READ lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
104 if (m_itemLock.IsWriteLockHeld)
105 {
106 m_itemLock = new System.Threading.ReaderWriterLockSlim();
107 }
108 }
109 }
110 else
111 {
112 if (m_itemLock.RecursiveReadCount>0)
113 {
114 m_itemLock.ExitReadLock();
115 }
116 }
117 }
118
119 /// <summary>
120 /// Lock our inventory list for writing (many can read, one can write)
121 /// </summary>
122 public void LockItemsForWrite(bool locked)
123 {
124 if (locked)
125 {
126 //Enter a write lock, wait indefinately for one to open.
127 if (m_itemLock.RecursiveReadCount > 0)
128 {
129 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
130 m_itemLock.ExitReadLock();
131 }
132 if (m_itemLock.RecursiveWriteCount > 0)
133 {
134 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
135 m_itemLock.ExitWriteLock();
136 }
137 while (!m_itemLock.TryEnterWriteLock(60000))
138 {
139 m_log.Error("Thread lock detected while trying to aquire WRITE lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
140 if (m_itemLock.IsWriteLockHeld)
141 {
142 m_itemLock = new System.Threading.ReaderWriterLockSlim();
143 }
144 }
145
146 LockedByThread = Thread.CurrentThread;
147 }
148 else
149 {
150 if (m_itemLock.RecursiveWriteCount > 0)
151 {
152 m_itemLock.ExitWriteLock();
153 }
154 }
155 }
48 156
49 #region ICloneable Members 157 #region ICloneable Members
50 158
@@ -52,13 +160,12 @@ namespace OpenSim.Framework
52 { 160 {
53 TaskInventoryDictionary clone = new TaskInventoryDictionary(); 161 TaskInventoryDictionary clone = new TaskInventoryDictionary();
54 162
55 lock (this) 163 m_itemLock.EnterReadLock();
164 foreach (UUID uuid in Keys)
56 { 165 {
57 foreach (UUID uuid in Keys) 166 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
58 {
59 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
60 }
61 } 167 }
168 m_itemLock.ExitReadLock();
62 169
63 return clone; 170 return clone;
64 } 171 }
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index 48435cb..e20b322 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -996,19 +996,19 @@ namespace OpenSim.Framework
996 { 996 {
997 string os = String.Empty; 997 string os = String.Empty;
998 998
999 if (Environment.OSVersion.Platform != PlatformID.Unix) 999// if (Environment.OSVersion.Platform != PlatformID.Unix)
1000 { 1000// {
1001 os = Environment.OSVersion.ToString(); 1001// os = Environment.OSVersion.ToString();
1002 } 1002// }
1003 else 1003// else
1004 { 1004// {
1005 os = ReadEtcIssue(); 1005// os = ReadEtcIssue();
1006 } 1006// }
1007 1007//
1008 if (os.Length > 45) 1008// if (os.Length > 45)
1009 { 1009// {
1010 os = os.Substring(0, 45); 1010// os = os.Substring(0, 45);
1011 } 1011// }
1012 1012
1013 return os; 1013 return os;
1014 } 1014 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 2ca2657..ebcdd62 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -814,16 +814,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
814 } 814 }
815 } 815 }
816 816
817 public void SendGenericMessage(string method, List<string> message) 817 public void SendGenericMessage(string method, List<byte[]> message)
818 { 818 {
819 GenericMessagePacket gmp = new GenericMessagePacket(); 819 GenericMessagePacket gmp = new GenericMessagePacket();
820 gmp.MethodData.Method = Util.StringToBytes256(method); 820 gmp.MethodData.Method = Util.StringToBytes256(method);
821 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; 821 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count];
822 int i = 0; 822 int i = 0;
823 foreach (string val in message) 823 foreach (byte[] val in message)
824 { 824 {
825 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock(); 825 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock();
826 gmp.ParamList[i++].Parameter = Util.StringToBytes256(val); 826 gmp.ParamList[i++].Parameter = val;
827 } 827 }
828 OutPacket(gmp, ThrottleOutPacketType.Task); 828 OutPacket(gmp, ThrottleOutPacketType.Task);
829 } 829 }
@@ -1022,6 +1022,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1022 public virtual void SendLayerData(float[] map) 1022 public virtual void SendLayerData(float[] map)
1023 { 1023 {
1024 Util.FireAndForget(DoSendLayerData, map); 1024 Util.FireAndForget(DoSendLayerData, map);
1025
1026 // Send it sync, and async. It's not that much data
1027 // and it improves user experience just so much!
1028 DoSendLayerData(map);
1025 } 1029 }
1026 1030
1027 /// <summary> 1031 /// <summary>
@@ -1034,16 +1038,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1034 1038
1035 try 1039 try
1036 { 1040 {
1037 //for (int y = 0; y < 16; y++) 1041 for (int y = 0; y < 16; y++)
1038 //{ 1042 {
1039 // for (int x = 0; x < 16; x++) 1043 for (int x = 0; x < 16; x+=4)
1040 // { 1044 {
1041 // SendLayerData(x, y, map); 1045 SendLayerPacket(x, y, map);
1042 // } 1046 }
1043 //} 1047 }
1044
1045 // Send LayerData in a spiral pattern. Fun!
1046 SendLayerTopRight(map, 0, 0, 15, 15);
1047 } 1048 }
1048 catch (Exception e) 1049 catch (Exception e)
1049 { 1050 {
@@ -1051,51 +1052,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 } 1052 }
1052 } 1053 }
1053 1054
1054 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1055 {
1056 // Row
1057 for (int i = x1; i <= x2; i++)
1058 SendLayerData(i, y1, map);
1059
1060 // Column
1061 for (int j = y1 + 1; j <= y2; j++)
1062 SendLayerData(x2, j, map);
1063
1064 if (x2 - x1 > 0)
1065 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1066 }
1067
1068 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1069 {
1070 // Row in reverse
1071 for (int i = x2; i >= x1; i--)
1072 SendLayerData(i, y2, map);
1073
1074 // Column in reverse
1075 for (int j = y2 - 1; j >= y1; j--)
1076 SendLayerData(x1, j, map);
1077
1078 if (x2 - x1 > 0)
1079 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1080 }
1081
1082 /// <summary> 1055 /// <summary>
1083 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1056 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1084 /// </summary> 1057 /// </summary>
1085 /// <param name="map">heightmap</param> 1058 /// <param name="map">heightmap</param>
1086 /// <param name="px">X coordinate for patches 0..12</param> 1059 /// <param name="px">X coordinate for patches 0..12</param>
1087 /// <param name="py">Y coordinate for patches 0..15</param> 1060 /// <param name="py">Y coordinate for patches 0..15</param>
1088 // private void SendLayerPacket(float[] map, int y, int x) 1061 private void SendLayerPacket(int x, int y, float[] map)
1089 // { 1062 {
1090 // int[] patches = new int[4]; 1063 int[] patches = new int[4];
1091 // patches[0] = x + 0 + y * 16; 1064 patches[0] = x + 0 + y * 16;
1092 // patches[1] = x + 1 + y * 16; 1065 patches[1] = x + 1 + y * 16;
1093 // patches[2] = x + 2 + y * 16; 1066 patches[2] = x + 2 + y * 16;
1094 // patches[3] = x + 3 + y * 16; 1067 patches[3] = x + 3 + y * 16;
1095 1068
1096 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1069 float[] heightmap = (map.Length == 65536) ?
1097 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1070 map :
1098 // } 1071 LLHeightFieldMoronize(map);
1072
1073 try
1074 {
1075 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1076 OutPacket(layerpack, ThrottleOutPacketType.Land);
1077 }
1078 catch
1079 {
1080 for (int px = x ; px < x + 4 ; px++)
1081 SendLayerData(px, y, map);
1082 }
1083 }
1099 1084
1100 /// <summary> 1085 /// <summary>
1101 /// Sends a specified patch to a client 1086 /// Sends a specified patch to a client
@@ -1115,7 +1100,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1115 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1100 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1116 layerpack.Header.Reliable = true; 1101 layerpack.Header.Reliable = true;
1117 1102
1118 OutPacket(layerpack, ThrottleOutPacketType.Land); 1103 OutPacket(layerpack, ThrottleOutPacketType.Task);
1119 } 1104 }
1120 catch (Exception e) 1105 catch (Exception e)
1121 { 1106 {
@@ -3375,7 +3360,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3375 3360
3376 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3361 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3377 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3362 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3378
3379 OutPacket(objupdate, ThrottleOutPacketType.Task); 3363 OutPacket(objupdate, ThrottleOutPacketType.Task);
3380 } 3364 }
3381 3365
@@ -3426,8 +3410,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3426 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3410 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3427 } 3411 }
3428 3412
3429 // HACK: Using the task category until the tiered reprioritization code is in 3413 OutPacket(terse, ThrottleOutPacketType.State);
3430 OutPacket(terse, ThrottleOutPacketType.Task);
3431 } 3414 }
3432 3415
3433 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3416 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -3904,6 +3887,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3904 { 3887 {
3905 m_propertiesPacketTimer.Stop(); 3888 m_propertiesPacketTimer.Stop();
3906 3889
3890 if (m_propertiesBlocks.Count == 0)
3891 return;
3892
3907 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3893 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3908 3894
3909 int index = 0; 3895 int index = 0;
@@ -4846,6 +4832,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4846 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4832 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4847 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4833 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4848 (x.ControlFlags != lastarg.ControlFlags) || 4834 (x.ControlFlags != lastarg.ControlFlags) ||
4835 (x.ControlFlags != 0) ||
4849 (x.Far != lastarg.Far) || 4836 (x.Far != lastarg.Far) ||
4850 (x.Flags != lastarg.Flags) || 4837 (x.Flags != lastarg.Flags) ||
4851 (x.State != lastarg.State) || 4838 (x.State != lastarg.State) ||
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 6dacbba..acc3a78 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ 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 List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -266,25 +288,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
266 } 288 }
267 289
268 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 290 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
269 291 if (c.Scene != null)
270 ((Scene)c.Scene).ForEachScenePresence( 292 {
271 delegate(ScenePresence presence) 293 ((Scene)c.Scene).ForEachScenePresence
272 { 294 (
273 // ignore chat from child agents 295 delegate(ScenePresence presence)
274 if (presence.IsChildAgent) return; 296 {
275 297 // ignore chat from child agents
276 IClientAPI client = presence.ControllingClient; 298 if (presence.IsChildAgent) return;
277 299
278 // don't forward SayOwner chat from objects to 300 IClientAPI client = presence.ControllingClient;
279 // non-owner agents 301
280 if ((c.Type == ChatTypeEnum.Owner) && 302 // don't forward SayOwner chat from objects to
281 (null != c.SenderObject) && 303 // non-owner agents
282 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 304 if ((c.Type == ChatTypeEnum.Owner) &&
283 return; 305 (null != c.SenderObject) &&
284 306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
285 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 307 return;
286 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 308
287 }); 309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
311 }
312 );
313 }
288 } 314 }
289 315
290 316
@@ -313,5 +339,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
313 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 339 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
314 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 340 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
315 } 341 }
342
343 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
344 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
345 {
346 System.Threading.Timer Timer;
347 if (flags == 0)
348 {
349 FreezeCache.Add(target.ToString());
350 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
351 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
352 Timers.Add(target, Timer);
353 }
354 else
355 {
356 FreezeCache.Remove(target.ToString());
357 Timers.TryGetValue(target, out Timer);
358 Timers.Remove(target);
359 Timer.Dispose();
360 }
361 }
362
363 private void OnEndParcelFrozen(object avatar)
364 {
365 UUID target = (UUID)avatar;
366 FreezeCache.Remove(target.ToString());
367 System.Threading.Timer Timer;
368 Timers.TryGetValue(target, out Timer);
369 Timers.Remove(target);
370 Timer.Dispose();
371 }
316 } 372 }
317} 373}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index ff38b6f..0727fa9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -163,13 +163,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
163 163
164 private void RetrieveInstantMessages(IClientAPI client) 164 private void RetrieveInstantMessages(IClientAPI client)
165 { 165 {
166 if (m_RestURL != "") 166 if (m_RestURL == String.Empty)
167 { 167 return;
168 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
169 168
170 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 169 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
170
171 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
171 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 172 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
172 173
174 if (msglist != null)
175 {
173 foreach (GridInstantMessage im in msglist) 176 foreach (GridInstantMessage im in msglist)
174 { 177 {
175 // client.SendInstantMessage(im); 178 // client.SendInstantMessage(im);
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 fa3681a..b7f3adf 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;
@@ -581,11 +580,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
581 { 580 {
582 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 581 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
583 582
584 m_log.Debug("---------------------------"); 583 /* m_log.Debug("---------------------------");
585 m_log.Debug(" >> uri=" + request["uri"]); 584 m_log.Debug(" >> uri=" + request["uri"]);
586 m_log.Debug(" >> content-type=" + request["content-type"]); 585 m_log.Debug(" >> content-type=" + request["content-type"]);
587 m_log.Debug(" >> http-method=" + request["http-method"]); 586 m_log.Debug(" >> http-method=" + request["http-method"]);
588 m_log.Debug("---------------------------\n"); 587 m_log.Debug("---------------------------\n"); */
589 588
590 Hashtable responsedata = new Hashtable(); 589 Hashtable responsedata = new Hashtable();
591 responsedata["content_type"] = "text/html"; 590 responsedata["content_type"] = "text/html";
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 381c8f7..e6d4549 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -259,21 +259,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
259 // Fix ownership/creator of inventory items 259 // Fix ownership/creator of inventory items
260 // Not doing so results in inventory items 260 // Not doing so results in inventory items
261 // being no copy/no mod for everyone 261 // being no copy/no mod for everyone
262 lock (part.TaskInventory) 262 part.TaskInventory.LockItemsForRead(true);
263 TaskInventoryDictionary inv = part.TaskInventory;
264 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
263 { 265 {
264 TaskInventoryDictionary inv = part.TaskInventory; 266 if (!ResolveUserUuid(kvp.Value.OwnerID))
265 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
266 { 267 {
267 if (!ResolveUserUuid(kvp.Value.OwnerID)) 268 kvp.Value.OwnerID = masterAvatarId;
268 { 269 }
269 kvp.Value.OwnerID = masterAvatarId; 270 if (!ResolveUserUuid(kvp.Value.CreatorID))
270 } 271 {
271 if (!ResolveUserUuid(kvp.Value.CreatorID)) 272 kvp.Value.CreatorID = masterAvatarId;
272 {
273 kvp.Value.CreatorID = masterAvatarId;
274 }
275 } 273 }
276 } 274 }
275 part.TaskInventory.LockItemsForRead(false);
277 } 276 }
278 277
279 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 278 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 9b39b09..9be94ce 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -81,6 +81,8 @@ namespace OpenSim.Region.CoreModules.World.Land
81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
82 82
83 private bool m_allowedForcefulBans = true; 83 private bool m_allowedForcefulBans = true;
84 private UUID DefaultGodParcelGroup;
85 private string DefaultGodParcelName;
84 86
85 // caches ExtendedLandData 87 // caches ExtendedLandData
86 private Cache parcelInfoCache; 88 private Cache parcelInfoCache;
@@ -94,6 +96,12 @@ namespace OpenSim.Region.CoreModules.World.Land
94 96
95 public void Initialise(IConfigSource source) 97 public void Initialise(IConfigSource source)
96 { 98 {
99 IConfig cnf = source.Configs["LandManagement"];
100 if (cnf != null)
101 {
102 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
103 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
104 }
97 } 105 }
98 106
99 public void AddRegion(Scene scene) 107 public void AddRegion(Scene scene)
@@ -153,6 +161,10 @@ namespace OpenSim.Region.CoreModules.World.Land
153 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 161 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
154 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 162 client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
155 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 163 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
164 client.OnParcelGodMark += ClientOnParcelGodMark;
165 client.OnSimWideDeletes += ClientOnSimWideDeletes;
166 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
167 client.OnParcelEjectUser += ClientOnParcelEjectUser;
156 168
157 EntityBase presenceEntity; 169 EntityBase presenceEntity;
158 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 170 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -264,20 +276,103 @@ namespace OpenSim.Region.CoreModules.World.Land
264 return parcelsNear; 276 return parcelsNear;
265 } 277 }
266 278
267 public void SendYouAreBannedNotice(ScenePresence avatar) 279
280 public void MoveUserOutOfParcel(ScenePresence avatar)
268 { 281 {
269 if (AllowedForcefulBans) 282 if (avatar.GodLevel == 0)
270 { 283 {
271 avatar.ControllingClient.SendAlertMessage( 284 ILandObject land = m_scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
272 "You are not allowed on this parcel because you are banned. Please go away."); 285 List<ILandObject> parcelsNear = new List<ILandObject>();
273 286
274 avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition; 287 for (int x = -2; x <= 2; x += 2)
275 avatar.PhysicsActor.Velocity = Vector3.Zero; 288 {
276 } 289 ILandObject check = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
277 else 290 if (check != null)
278 { 291 {
279 avatar.ControllingClient.SendAlertMessage( 292 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
280 "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!"); 293 {
294 Vector3 target = new Vector3(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
295 avatar.TeleportWithMomentum(target);
296 return;
297 }
298 }
299 }
300 for (int y = -2; y <= 2; y += 2)
301 {
302 ILandObject check = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
303 if (check != null)
304 {
305 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
306 {
307 Vector3 target = new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y, avatar.AbsolutePosition.Z);
308 avatar.TeleportWithMomentum(target);
309 return;
310 }
311 }
312 }
313 List<ILandObject> allParcels = new List<ILandObject>();
314 allParcels = AllParcels();
315 if (allParcels.Count != 1)
316 {
317 foreach (ILandObject parcel in allParcels)
318 {
319 if (parcel.IsEitherBannedOrRestricted(avatar.UUID) != true)
320 {
321 Vector3 temptarget = parcel.LandData.UserLocation;
322 if (parcel.ContainsPoint((int)parcel.LandData.UserLocation.X, (int)parcel.LandData.UserLocation.Y))
323 {
324 avatar.TeleportWithMomentum(temptarget);
325 return;
326 }
327 else
328 {
329 for (int x = 0; x <= Constants.RegionSize / 3; x += 3)
330 {
331 for (int y = 0; y <= Constants.RegionSize / 3; y += 3)
332 {
333 if (parcel.ContainsPoint(x, y))
334 {
335 temptarget = new Vector3(x, y, avatar.AbsolutePosition.Z);
336 avatar.TeleportWithMomentum(temptarget);
337 return;
338 }
339 }
340 }
341 }
342 }
343 }
344 }
345 //Move to region side
346 if (avatar.AbsolutePosition.X > avatar.AbsolutePosition.Y)
347 {
348 if (avatar.AbsolutePosition.X > .5 * Constants.RegionSize)
349 {
350 Vector3 target = new Vector3(Constants.RegionSize, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
351 avatar.TeleportWithMomentum(target);
352 return;
353 }
354 else
355 {
356 Vector3 target = new Vector3(0, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
357 avatar.TeleportWithMomentum(target);
358 return;
359 }
360 }
361 else
362 {
363 if (avatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
364 {
365 Vector3 target = new Vector3(avatar.AbsolutePosition.X, Constants.RegionSize, avatar.AbsolutePosition.Z); ;
366 avatar.TeleportWithMomentum(target);
367 return;
368 }
369 else
370 {
371 Vector3 target = new Vector3(avatar.AbsolutePosition.X, 0, avatar.AbsolutePosition.Z); ;
372 avatar.TeleportWithMomentum(target);
373 return;
374 }
375 }
281 } 376 }
282 } 377 }
283 378
@@ -297,16 +392,7 @@ namespace OpenSim.Region.CoreModules.World.Land
297 { 392 {
298 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 393 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
299 { 394 {
300 SendYouAreBannedNotice(avatar); 395 MoveUserOutOfParcel(avatar);
301 }
302 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
303 {
304 avatar.ControllingClient.SendAlertMessage(
305 "You are not allowed on this parcel because the land owner has restricted access. For now, you can enter, but please respect the land owner's decisions (or he can ban you!).");
306 }
307 else
308 {
309 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
310 } 396 }
311 } 397 }
312 else 398 else
@@ -317,28 +403,47 @@ namespace OpenSim.Region.CoreModules.World.Land
317 } 403 }
318 } 404 }
319 405
320 public void SendOutNearestBanLine(IClientAPI avatar) 406 public void SendOutNearestBanLine(ScenePresence avatar)
321 { 407 {
322 List<ScenePresence> avatars = m_scene.GetAvatars(); 408 ILandObject checkBan = null;
323 foreach (ScenePresence presence in avatars) 409 for (int x = -2; x <= 2; x += 2)
324 { 410 {
325 if (presence.UUID == avatar.AgentId) 411 checkBan = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
412 if (checkBan != null)
326 { 413 {
327 List<ILandObject> checkLandParcels = ParcelsNearPoint(presence.AbsolutePosition); 414 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
328 foreach (ILandObject checkBan in checkLandParcels)
329 { 415 {
330 if (checkBan.IsBannedFromLand(avatar.AgentId)) 416 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
331 { 417 {
332 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, avatar); 418 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
333 return; //Only send one 419 return;
334 } 420 }
335 if (checkBan.IsRestrictedFromLand(avatar.AgentId)) 421 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
336 { 422 {
337 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, avatar); 423 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
338 return; //Only send one 424 return;
425 }
426 }
427 }
428 }
429 for (int y = -2; y <= 2; y += 2)
430 {
431 checkBan = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
432 if (checkBan != null)
433 {
434 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
435 {
436 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
437 {
438 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
439 return;
440 }
441 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
442 {
443 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
444 return;
339 } 445 }
340 } 446 }
341 return;
342 } 447 }
343 } 448 }
344 } 449 }
@@ -385,25 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Land
385 if (clientAvatar != null) 490 if (clientAvatar != null)
386 { 491 {
387 SendLandUpdate(clientAvatar); 492 SendLandUpdate(clientAvatar);
388 SendOutNearestBanLine(remote_client); 493 SendOutNearestBanLine(clientAvatar);
389 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y); 494 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
390 if (parcel != null) 495 if (parcel != null)
391 { 496 {
392 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT && 497 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
393 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
394 {
395 EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
396 m_scene.RegionInfo.RegionID);
397 //They are going under the safety line!
398 if (!parcel.IsBannedFromLand(clientAvatar.UUID))
399 {
400 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
401 }
402 }
403 else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
404 parcel.IsBannedFromLand(clientAvatar.UUID)) 498 parcel.IsBannedFromLand(clientAvatar.UUID))
405 { 499 {
406 SendYouAreBannedNotice(clientAvatar); 500 MoveUserOutOfParcel(clientAvatar);
407 } 501 }
408 } 502 }
409 } 503 }
@@ -451,9 +545,21 @@ namespace OpenSim.Region.CoreModules.World.Land
451 545
452 if (land != null) 546 if (land != null)
453 { 547 {
454 if (agentID == land.LandData.OwnerID) 548 if (m_scene.Permissions.CanEditParcel(agentID, land))
455 { 549 {
456 land.UpdateAccessList(flags, entries, remote_client); 550 land.UpdateAccessList(flags, entries, remote_client);
551 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
552 foreach (ScenePresence presence in presences)
553 {
554 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
555 if (land != null)
556 {
557 if (land.IsEitherBannedOrRestricted(presence.UUID))
558 {
559 MoveUserOutOfParcel(presence);
560 }
561 }
562 }
457 } 563 }
458 } 564 }
459 else 565 else
@@ -1019,7 +1125,25 @@ namespace OpenSim.Region.CoreModules.World.Land
1019 m_landList.TryGetValue(localID, out land); 1125 m_landList.TryGetValue(localID, out land);
1020 } 1126 }
1021 1127
1022 if (land != null) land.UpdateLandProperties(args, remote_client); 1128 if (land != null)
1129 {
1130 land.UpdateLandProperties(args, remote_client);
1131 if ((args.ParcelFlags & (uint)(ParcelFlags.UseBanList | ParcelFlags.UseAccessList | ParcelFlags.UseAccessGroup | ParcelFlags.UsePassList)) != 0)
1132 {
1133 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
1134 foreach (ScenePresence presence in presences)
1135 {
1136 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1137 if (land != null)
1138 {
1139 if (land.IsEitherBannedOrRestricted(presence.UUID))
1140 {
1141 MoveUserOutOfParcel(presence);
1142 }
1143 }
1144 }
1145 }
1146 }
1023 } 1147 }
1024 1148
1025 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client) 1149 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
@@ -1437,5 +1561,319 @@ namespace OpenSim.Region.CoreModules.World.Land
1437 1561
1438 UpdateLandObject(localID, land.LandData); 1562 UpdateLandObject(localID, land.LandData);
1439 } 1563 }
1564 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1565 {
1566 ILandObject land = null;
1567 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1568 foreach (ILandObject landObject in Land)
1569 {
1570 if (landObject.LandData.LocalID == landID)
1571 {
1572 land = landObject;
1573 }
1574 }
1575 land.DeedToGroup(DefaultGodParcelGroup);
1576 land.LandData.Name = DefaultGodParcelName;
1577 land.SendLandUpdateToAvatarsOverMe();
1578 }
1579 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1580 {
1581 ScenePresence SP;
1582 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out SP);
1583 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1584 if (SP.GodLevel != 0)
1585 {
1586 if (flags == 0) //All parcels, scripted or not
1587 {
1588 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1589 {
1590 if (e.OwnerID == targetID)
1591 {
1592 returns.Add(e);
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //All parcels, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 if (e.scriptScore >= 0.01)
1604 {
1605 returns.Add(e);
1606 }
1607 }
1608 }
1609 );
1610 }
1611 if (flags == 4) //not target parcel, scripted object
1612 {
1613 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1614 {
1615 if (e.OwnerID == targetID)
1616 {
1617 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1618 if (landobject.LandData.OwnerID != e.OwnerID)
1619 {
1620 if (e.scriptScore >= 0.01)
1621 {
1622 returns.Add(e);
1623 }
1624 }
1625 }
1626 }
1627 );
1628 }
1629 foreach (SceneObjectGroup ol in returns)
1630 {
1631 ReturnObject(ol, client);
1632 }
1633 }
1634 }
1635 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1636 {
1637 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1638 objs[0] = obj;
1639 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1640 }
1641
1642 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1643
1644 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1645 {
1646 ScenePresence targetAvatar = null;
1647 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1648 ScenePresence parcelManager = null;
1649 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1650 System.Threading.Timer Timer;
1651
1652 if (targetAvatar.GodLevel == 0)
1653 {
1654 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1655 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1656 return;
1657 if (flags == 0)
1658 {
1659 targetAvatar.AllowMovement = false;
1660 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1661 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1662 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1663 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1664 Timers.Add(targetAvatar.UUID, Timer);
1665 }
1666 else
1667 {
1668 targetAvatar.AllowMovement = true;
1669 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1670 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1671 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1672 Timers.Remove(targetAvatar.UUID);
1673 Timer.Dispose();
1674 }
1675 }
1676 }
1677 private void OnEndParcelFrozen(object avatar)
1678 {
1679 ScenePresence targetAvatar = (ScenePresence)avatar;
1680 targetAvatar.AllowMovement = true;
1681 System.Threading.Timer Timer;
1682 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1683 Timers.Remove(targetAvatar.UUID);
1684 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1685 }
1686
1687
1688 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1689 {
1690 ScenePresence targetAvatar = null;
1691 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1692 ScenePresence parcelManager = null;
1693 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1694 //Just eject
1695 if (flags == 0)
1696 {
1697 if (targetAvatar.GodLevel == 0)
1698 {
1699 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1700 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1701 return;
1702
1703 Vector3 position = new Vector3(0, 0, 0);
1704 List<ILandObject> allParcels = new List<ILandObject>();
1705 allParcels = AllParcels();
1706 if (allParcels.Count != 1)
1707 {
1708 foreach (ILandObject parcel in allParcels)
1709 {
1710 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1711 {
1712 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1713 {
1714 for (int x = 1; x <= Constants.RegionSize; x += 2)
1715 {
1716 for (int y = 1; y <= Constants.RegionSize; y += 2)
1717 {
1718 if (parcel.ContainsPoint(x, y))
1719 {
1720 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1721 targetAvatar.TeleportWithMomentum(position);
1722 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1723 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1724 return;
1725 }
1726 }
1727 }
1728 }
1729 }
1730 }
1731 }
1732 Vector3 targetVector;
1733 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1734 {
1735 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1736 {
1737 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1738 targetAvatar.TeleportWithMomentum(targetVector);
1739 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1740 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1741 return;
1742 }
1743 else
1744 {
1745 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1746 targetAvatar.TeleportWithMomentum(targetVector);
1747 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1748 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1749 return;
1750 }
1751 }
1752 else
1753 {
1754 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1755 {
1756 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1757 targetAvatar.TeleportWithMomentum(targetVector);
1758 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1759 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1760 return;
1761 }
1762 else
1763 {
1764 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1765 targetAvatar.TeleportWithMomentum(targetVector);
1766 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1767 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1768 return;
1769 }
1770 }
1771 }
1772 }
1773 //Eject and ban
1774 if (flags == 1)
1775 {
1776 if (targetAvatar.GodLevel == 0)
1777 {
1778 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1779 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1780 return;
1781
1782 Vector3 position = new Vector3(0, 0, 0);
1783 List<ILandObject> allParcels = new List<ILandObject>();
1784 allParcels = AllParcels();
1785 if (allParcels.Count != 1)
1786 {
1787 foreach (ILandObject parcel in allParcels)
1788 {
1789 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1790 {
1791 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1792 {
1793 for (int x = 1; x <= Constants.RegionSize; x += 2)
1794 {
1795 for (int y = 1; y <= Constants.RegionSize; y += 2)
1796 {
1797 if (parcel.ContainsPoint(x, y))
1798 {
1799 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1800 targetAvatar.TeleportWithMomentum(position);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1803 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1804 entry.AgentID = targetAvatar.UUID;
1805 entry.Flags = AccessList.Ban;
1806 entry.Time = new DateTime();
1807 land.LandData.ParcelAccessList.Add(entry);
1808 return;
1809 }
1810 }
1811 }
1812 }
1813 }
1814 }
1815 }
1816 Vector3 targetVector;
1817 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1818 {
1819 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1820 {
1821 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1822 targetAvatar.TeleportWithMomentum(targetVector);
1823 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1824 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1825 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1826 entry.AgentID = targetAvatar.UUID;
1827 entry.Flags = AccessList.Ban;
1828 entry.Time = new DateTime();
1829 land.LandData.ParcelAccessList.Add(entry);
1830 return;
1831 }
1832 else
1833 {
1834 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1835 targetAvatar.TeleportWithMomentum(targetVector);
1836 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1837 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1838 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1839 entry.AgentID = targetAvatar.UUID;
1840 entry.Flags = AccessList.Ban;
1841 entry.Time = new DateTime();
1842 land.LandData.ParcelAccessList.Add(entry);
1843 return;
1844 }
1845 }
1846 else
1847 {
1848 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1849 {
1850 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1851 targetAvatar.TeleportWithMomentum(targetVector);
1852 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1853 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1854 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1855 entry.AgentID = targetAvatar.UUID;
1856 entry.Flags = AccessList.Ban;
1857 entry.Time = new DateTime();
1858 land.LandData.ParcelAccessList.Add(entry);
1859 return;
1860 }
1861 else
1862 {
1863 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1864 targetAvatar.TeleportWithMomentum(targetVector);
1865 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1866 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1867 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1868 entry.AgentID = targetAvatar.UUID;
1869 entry.Flags = AccessList.Ban;
1870 entry.Time = new DateTime();
1871 land.LandData.ParcelAccessList.Add(entry);
1872 return;
1873 }
1874 }
1875 }
1876 }
1877 }
1440 } 1878 }
1441} 1879}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 1fa8630..1c65965 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -267,11 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Land
267 267
268 public bool IsEitherBannedOrRestricted(UUID avatar) 268 public bool IsEitherBannedOrRestricted(UUID avatar)
269 { 269 {
270 if (IsBannedFromLand(avatar)) 270 if (IsRestrictedFromLand(avatar) || IsBannedFromLand(avatar))
271 {
272 return true;
273 }
274 else if (IsRestrictedFromLand(avatar))
275 { 271 {
276 return true; 272 return true;
277 } 273 }
@@ -280,7 +276,8 @@ namespace OpenSim.Region.CoreModules.World.Land
280 276
281 public bool IsBannedFromLand(UUID avatar) 277 public bool IsBannedFromLand(UUID avatar)
282 { 278 {
283 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 279 ScenePresence SP = m_scene.GetScenePresence(avatar);
280 if ((LandData.Flags & (uint)ParcelFlags.UseBanList) > 0)
284 { 281 {
285 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 282 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
286 entry.AgentID = avatar; 283 entry.AgentID = avatar;
@@ -288,8 +285,22 @@ namespace OpenSim.Region.CoreModules.World.Land
288 entry.Time = new DateTime(); 285 entry.Time = new DateTime();
289 if (LandData.ParcelAccessList.Contains(entry)) 286 if (LandData.ParcelAccessList.Contains(entry))
290 { 287 {
291 //They are banned, so lets send them a notice about this parcel 288 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
292 return true; 289 {
290 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
291 {
292 return false;
293 }
294 else
295 {
296 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
297 return true;
298 }
299 }
300 else
301 {
302 return true;
303 }
293 } 304 }
294 } 305 }
295 return false; 306 return false;
@@ -297,7 +308,8 @@ namespace OpenSim.Region.CoreModules.World.Land
297 308
298 public bool IsRestrictedFromLand(UUID avatar) 309 public bool IsRestrictedFromLand(UUID avatar)
299 { 310 {
300 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 311 ScenePresence SP = m_scene.GetScenePresence(avatar);
312 if ((LandData.Flags & (uint)ParcelFlags.UseAccessList) > 0)
301 { 313 {
302 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 314 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
303 entry.AgentID = avatar; 315 entry.AgentID = avatar;
@@ -305,8 +317,22 @@ namespace OpenSim.Region.CoreModules.World.Land
305 entry.Time = new DateTime(); 317 entry.Time = new DateTime();
306 if (!LandData.ParcelAccessList.Contains(entry)) 318 if (!LandData.ParcelAccessList.Contains(entry))
307 { 319 {
308 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
309 return true; 321 {
322 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
323 {
324 return false;
325 }
326 else
327 {
328 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
329 return true;
330 }
331 }
332 else
333 {
334 return true;
335 }
310 } 336 }
311 } 337 }
312 return false; 338 return 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 ce9362f..d2b0161 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -455,7 +455,7 @@ namespace OpenSim.Region.Examples.SimpleModule
455 455
456 } 456 }
457 457
458 public void SendGenericMessage(string method, List<string> message) 458 public void SendGenericMessage(string method, List<byte[]> message)
459 { 459 {
460 460
461 } 461 }
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 712dcc7..be0e985 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
@@ -146,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 151 const float PREJUMP_DELAY = 0.25f;
147 152
148 #region Inputs 153 #region Inputs
149 if (m_scenePresence.SitGround) 154
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 155 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 156 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 157
@@ -159,11 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 162
161 // Check control flags 163 // Check control flags
162 bool heldForward = 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);
163 (((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)); 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);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 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);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 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);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //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;
168 //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;
169 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;
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
317 { 318 {
318 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
319 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 322 {
322 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -451,4 +452,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
451 m_scenePresence = null; 452 m_scenePresence = null;
452 } 453 }
453 } 454 }
454} \ No newline at end of file 455}
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 57e1c37..7fb1cd8 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -203,7 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
203 public event OnMakeChildAgentDelegate OnMakeChildAgent; 203 public event OnMakeChildAgentDelegate OnMakeChildAgent;
204 204
205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
206 public delegate void OnSaveNewWindlightProfileDelegate();
207 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
206 public event OnMakeRootAgentDelegate OnMakeRootAgent; 208 public event OnMakeRootAgentDelegate OnMakeRootAgent;
209 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
210 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
207 211
208 /// <summary> 212 /// <summary>
209 /// Triggered when an object or attachment enters a scene 213 /// Triggered when an object or attachment enters a scene
@@ -1191,6 +1195,24 @@ namespace OpenSim.Region.Framework.Scenes
1191 } 1195 }
1192 } 1196 }
1193 1197
1198 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
1199 {
1200 OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
1201 if (handlerSendNewWindlightProfileTargeted != null)
1202 {
1203 handlerSendNewWindlightProfileTargeted(wl, user);
1204 }
1205 }
1206
1207 public void TriggerOnSaveNewWindlightProfile()
1208 {
1209 OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
1210 if (handlerSaveNewWindlightProfile != null)
1211 {
1212 handlerSaveNewWindlightProfile();
1213 }
1214 }
1215
1194 public void TriggerOnMakeRootAgent(ScenePresence presence) 1216 public void TriggerOnMakeRootAgent(ScenePresence presence)
1195 { 1217 {
1196 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent; 1218 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent;
@@ -1967,4 +1989,4 @@ namespace OpenSim.Region.Framework.Scenes
1967 } 1989 }
1968 } 1990 }
1969 } 1991 }
1970} \ No newline at end of file 1992}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index c6cee75..b2b061e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -849,8 +849,12 @@ namespace OpenSim.Region.Framework.Scenes
849 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 849 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
850 { 850 {
851 SceneObjectPart part = GetSceneObjectPart(localID); 851 SceneObjectPart part = GetSceneObjectPart(localID);
852 SceneObjectGroup group = part.ParentGroup; 852 SceneObjectGroup group = null;
853 if (group != null) 853 if (part != null)
854 {
855 group = part.ParentGroup;
856 }
857 if (part != null && group != null)
854 { 858 {
855 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 859 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
856 if (item == null) 860 if (item == null)
@@ -1804,8 +1808,13 @@ namespace OpenSim.Region.Framework.Scenes
1804 } 1808 }
1805 else 1809 else
1806 { 1810 {
1807 item.BasePermissions = objectGroup.GetEffectivePermissions(); 1811 uint ownerPerms = objectGroup.GetEffectivePermissions();
1808 item.CurrentPermissions = objectGroup.GetEffectivePermissions(); 1812 if ((objectGroup.RootPart.OwnerMask & (uint)PermissionMask.Modify) != 0)
1813 ownerPerms |= (uint)PermissionMask.Modify;
1814
1815 item.BasePermissions = ownerPerms;
1816 item.CurrentPermissions = ownerPerms;
1817
1809 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 1818 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
1810 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 1819 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
1811 item.GroupPermissions = objectGroup.RootPart.GroupMask; 1820 item.GroupPermissions = objectGroup.RootPart.GroupMask;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 41fd1e1..ab0d397 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();
@@ -1509,6 +1523,19 @@ namespace OpenSim.Region.Framework.Scenes
1509 public void SaveTerrain() 1523 public void SaveTerrain()
1510 { 1524 {
1511 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1525 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1526 }
1527
1528 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1529 {
1530 m_regInfo.WindlightSettings = wl;
1531 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1532 m_eventManager.TriggerOnSaveNewWindlightProfile();
1533 }
1534
1535 public void LoadWindlightProfile()
1536 {
1537 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1538 m_eventManager.TriggerOnSaveNewWindlightProfile();
1512 } 1539 }
1513 1540
1514 /// <summary> 1541 /// <summary>
@@ -3426,6 +3453,9 @@ namespace OpenSim.Region.Framework.Scenes
3426 3453
3427 CapsModule.AddCapsHandler(agent.AgentID); 3454 CapsModule.AddCapsHandler(agent.AgentID);
3428 3455
3456 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3457 System.Threading.Thread.Sleep(2000);
3458
3429 if (!agent.child) 3459 if (!agent.child)
3430 { 3460 {
3431 if (TestBorderCross(agent.startpos,Cardinals.E)) 3461 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3484,6 +3514,7 @@ namespace OpenSim.Region.Framework.Scenes
3484 } 3514 }
3485 } 3515 }
3486 // Honor parcel landing type and position. 3516 // Honor parcel landing type and position.
3517 /*
3487 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3518 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3488 if (land != null) 3519 if (land != null)
3489 { 3520 {
@@ -3492,6 +3523,7 @@ namespace OpenSim.Region.Framework.Scenes
3492 agent.startpos = land.LandData.UserLocation; 3523 agent.startpos = land.LandData.UserLocation;
3493 } 3524 }
3494 } 3525 }
3526 */// This is now handled properly in ScenePresence.MakeRootAgent
3495 } 3527 }
3496 3528
3497 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3529 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 2f6a0db..5f84252 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -711,6 +711,33 @@ namespace OpenSim.Region.Framework.Scenes
711 position = emergencyPos; 711 position = emergencyPos;
712 } 712 }
713 713
714 Vector3 currentPos = avatar.AbsolutePosition;
715 ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
716 ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
717 if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
718 {
719 if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
720 {
721 //TPing within the same parcel. If the landing point is restricted, block the TP.
722 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
723 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
724 {
725 //Disabling this behaviour for now pending review. ~CasperW
726
727 //avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
728 //position = currentPos;
729 }
730 }
731 else
732 {
733 //Tping to a different parcel. Respect the landing point on the destination parcel.
734 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
735 {
736 position = destLand.LandData.UserLocation;
737 }
738 }
739 }
740
714 // TODO: Get proper AVG Height 741 // TODO: Get proper AVG Height
715 float localAVHeight = 1.56f; 742 float localAVHeight = 1.56f;
716 float posZLimit = 22; 743 float posZLimit = 22;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 321cc45..e28d29f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -222,6 +222,30 @@ namespace OpenSim.Region.Framework.Scenes
222 protected internal bool AddRestoredSceneObject( 222 protected internal bool AddRestoredSceneObject(
223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
224 { 224 {
225 // KF: Check for out-of-region, move inside and make static.
226 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
227 sceneObject.RootPart.GroupPosition.Y,
228 sceneObject.RootPart.GroupPosition.Z);
229 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
230 npos.X > Constants.RegionSize ||
231 npos.Y > Constants.RegionSize))
232 {
233 if (npos.X < 0.0) npos.X = 1.0f;
234 if (npos.Y < 0.0) npos.Y = 1.0f;
235 if (npos.Z < 0.0) npos.Z = 0.0f;
236 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
237 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
238
239 foreach (SceneObjectPart part in sceneObject.Children.Values)
240 {
241 part.GroupPosition = npos;
242 }
243 sceneObject.RootPart.Velocity = Vector3.Zero;
244 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
245 sceneObject.RootPart.Acceleration = Vector3.Zero;
246 sceneObject.RootPart.Velocity = Vector3.Zero;
247 }
248
225 if (!alreadyPersisted) 249 if (!alreadyPersisted)
226 { 250 {
227 sceneObject.ForceInventoryPersistence(); 251 sceneObject.ForceInventoryPersistence();
@@ -567,6 +591,18 @@ namespace OpenSim.Region.Framework.Scenes
567 if (group.GetFromItemID() == itemID) 591 if (group.GetFromItemID() == itemID)
568 { 592 {
569 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 593 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
594 bool hasScripts = false;
595 foreach (SceneObjectPart part in group.Children.Values)
596 {
597 if (part.Inventory.ContainsScripts())
598 {
599 hasScripts = true;
600 break;
601 }
602 }
603
604 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
605 System.Threading.Thread.Sleep(100);
570 group.DetachToInventoryPrep(); 606 group.DetachToInventoryPrep();
571 m_log.Debug("[DETACH]: Saving attachpoint: " + 607 m_log.Debug("[DETACH]: Saving attachpoint: " +
572 ((uint)group.GetAttachmentPoint()).ToString()); 608 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 71354b4..8b58b3e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c5a6171..f35a7c5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -106,6 +106,72 @@ namespace OpenSim.Region.Framework.Scenes
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged;
108 private long timeLastChanged; 108 private long timeLastChanged;
109 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
110
111 public void lockPartsForRead(bool locked)
112 {
113 if (locked)
114 {
115 if (m_partsLock.RecursiveReadCount > 0)
116 {
117 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.");
118 m_partsLock.ExitReadLock();
119 }
120 if (m_partsLock.RecursiveWriteCount > 0)
121 {
122 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
123 m_partsLock.ExitWriteLock();
124 }
125
126 while (!m_partsLock.TryEnterReadLock(60000))
127 {
128 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.");
129 if (m_partsLock.IsWriteLockHeld)
130 {
131 m_partsLock = new System.Threading.ReaderWriterLockSlim();
132 }
133 }
134 }
135 else
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_partsLock.ExitReadLock();
140 }
141 }
142 }
143 public void lockPartsForWrite(bool locked)
144 {
145 if (locked)
146 {
147 if (m_partsLock.RecursiveReadCount > 0)
148 {
149 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.");
150 m_partsLock.ExitReadLock();
151 }
152 if (m_partsLock.RecursiveWriteCount > 0)
153 {
154 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
155 m_partsLock.ExitWriteLock();
156 }
157
158 while (!m_partsLock.TryEnterWriteLock(60000))
159 {
160 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.");
161 if (m_partsLock.IsWriteLockHeld)
162 {
163 m_partsLock = new System.Threading.ReaderWriterLockSlim();
164 }
165 }
166 }
167 else
168 {
169 if (m_partsLock.RecursiveWriteCount > 0)
170 {
171 m_partsLock.ExitWriteLock();
172 }
173 }
174 }
109 175
110 public bool HasGroupChanged 176 public bool HasGroupChanged
111 { 177 {
@@ -258,13 +324,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 324 set
259 { 325 {
260 m_regionHandle = value; 326 m_regionHandle = value;
261 lock (m_parts) 327 lockPartsForRead(true);
262 { 328 {
263 foreach (SceneObjectPart part in m_parts.Values) 329 foreach (SceneObjectPart part in m_parts.Values)
264 { 330 {
331
265 part.RegionHandle = m_regionHandle; 332 part.RegionHandle = m_regionHandle;
333
266 } 334 }
267 } 335 }
336 lockPartsForRead(false);
268 } 337 }
269 } 338 }
270 339
@@ -298,6 +367,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 367 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 368 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 369 }
370
371 lockPartsForRead(true);
372
301 if (RootPart.GetStatusSandbox()) 373 if (RootPart.GetStatusSandbox())
302 { 374 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 375 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -308,14 +380,14 @@ namespace OpenSim.Region.Framework.Scenes
308 return; 380 return;
309 } 381 }
310 } 382 }
311 lock (m_parts) 383
384 foreach (SceneObjectPart part in m_parts.Values)
312 { 385 {
313 foreach (SceneObjectPart part in m_parts.Values) 386 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 387 }
318 388
389 lockPartsForRead(false);
390
319 //if (m_rootPart.PhysActor != null) 391 //if (m_rootPart.PhysActor != null)
320 //{ 392 //{
321 //m_rootPart.PhysActor.Position = 393 //m_rootPart.PhysActor.Position =
@@ -504,13 +576,16 @@ namespace OpenSim.Region.Framework.Scenes
504 576
505 public void SetFromItemID(UUID AssetId) 577 public void SetFromItemID(UUID AssetId)
506 { 578 {
507 lock (m_parts) 579 lockPartsForRead(true);
508 { 580 {
509 foreach (SceneObjectPart part in m_parts.Values) 581 foreach (SceneObjectPart part in m_parts.Values)
510 { 582 {
583
511 part.FromItemID = AssetId; 584 part.FromItemID = AssetId;
585
512 } 586 }
513 } 587 }
588 lockPartsForRead(false);
514 } 589 }
515 590
516 public UUID GetFromItemID() 591 public UUID GetFromItemID()
@@ -577,10 +652,11 @@ namespace OpenSim.Region.Framework.Scenes
577 Vector3 maxScale = Vector3.Zero; 652 Vector3 maxScale = Vector3.Zero;
578 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 653 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
579 654
580 lock (m_parts) 655 lockPartsForRead(true);
581 { 656 {
582 foreach (SceneObjectPart part in m_parts.Values) 657 foreach (SceneObjectPart part in m_parts.Values)
583 { 658 {
659
584 Vector3 partscale = part.Scale; 660 Vector3 partscale = part.Scale;
585 Vector3 partoffset = part.OffsetPosition; 661 Vector3 partoffset = part.OffsetPosition;
586 662
@@ -591,8 +667,11 @@ namespace OpenSim.Region.Framework.Scenes
591 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 667 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
592 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 668 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
593 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 669 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
670
594 } 671 }
595 } 672 }
673 lockPartsForRead(false);
674
596 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 675 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
597 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 676 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
598 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 677 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -608,10 +687,11 @@ namespace OpenSim.Region.Framework.Scenes
608 687
609 EntityIntersection result = new EntityIntersection(); 688 EntityIntersection result = new EntityIntersection();
610 689
611 lock (m_parts) 690 lockPartsForRead(true);
612 { 691 {
613 foreach (SceneObjectPart part in m_parts.Values) 692 foreach (SceneObjectPart part in m_parts.Values)
614 { 693 {
694
615 // Temporary commented to stop compiler warning 695 // Temporary commented to stop compiler warning
616 //Vector3 partPosition = 696 //Vector3 partPosition =
617 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 697 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -639,8 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
639 result.distance = inter.distance; 719 result.distance = inter.distance;
640 } 720 }
641 } 721 }
722
642 } 723 }
643 } 724 }
725 lockPartsForRead(false);
644 return result; 726 return result;
645 } 727 }
646 728
@@ -653,10 +735,11 @@ namespace OpenSim.Region.Framework.Scenes
653 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 735 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
654 { 736 {
655 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 737 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
656 lock (m_parts) 738 lockPartsForRead(true);
657 { 739 {
658 foreach (SceneObjectPart part in m_parts.Values) 740 foreach (SceneObjectPart part in m_parts.Values)
659 { 741 {
742
660 Vector3 worldPos = part.GetWorldPosition(); 743 Vector3 worldPos = part.GetWorldPosition();
661 Vector3 offset = worldPos - AbsolutePosition; 744 Vector3 offset = worldPos - AbsolutePosition;
662 Quaternion worldRot; 745 Quaternion worldRot;
@@ -715,6 +798,8 @@ namespace OpenSim.Region.Framework.Scenes
715 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 798 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
716 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 799 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
717 800
801
802
718 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 803 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
719 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 804 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
720 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 805 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -886,6 +971,7 @@ namespace OpenSim.Region.Framework.Scenes
886 minZ = backBottomLeft.Z; 971 minZ = backBottomLeft.Z;
887 } 972 }
888 } 973 }
974 lockPartsForRead(false);
889 975
890 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 976 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
891 977
@@ -914,17 +1000,20 @@ namespace OpenSim.Region.Framework.Scenes
914 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1000 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
915 1001
916 // Capture script state while holding the lock 1002 // Capture script state while holding the lock
917 lock (m_parts) 1003 lockPartsForRead(true);
918 { 1004 {
919 foreach (SceneObjectPart part in m_parts.Values) 1005 foreach (SceneObjectPart part in m_parts.Values)
920 { 1006 {
1007
921 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1008 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
922 foreach (UUID itemid in pstates.Keys) 1009 foreach (UUID itemid in pstates.Keys)
923 { 1010 {
924 states.Add(itemid, pstates[itemid]); 1011 states.Add(itemid, pstates[itemid]);
925 } 1012 }
1013
926 } 1014 }
927 } 1015 }
1016 lockPartsForRead(false);
928 1017
929 if (states.Count > 0) 1018 if (states.Count > 0)
930 { 1019 {
@@ -1086,13 +1175,16 @@ namespace OpenSim.Region.Framework.Scenes
1086 1175
1087 public override void UpdateMovement() 1176 public override void UpdateMovement()
1088 { 1177 {
1089 lock (m_parts) 1178 lockPartsForRead(true);
1090 { 1179 {
1091 foreach (SceneObjectPart part in m_parts.Values) 1180 foreach (SceneObjectPart part in m_parts.Values)
1092 { 1181 {
1182
1093 part.UpdateMovement(); 1183 part.UpdateMovement();
1184
1094 } 1185 }
1095 } 1186 }
1187 lockPartsForRead(false);
1096 } 1188 }
1097 1189
1098 public ushort GetTimeDilation() 1190 public ushort GetTimeDilation()
@@ -1136,7 +1228,7 @@ namespace OpenSim.Region.Framework.Scenes
1136 /// <param name="part"></param> 1228 /// <param name="part"></param>
1137 public void AddPart(SceneObjectPart part) 1229 public void AddPart(SceneObjectPart part)
1138 { 1230 {
1139 lock (m_parts) 1231 lockPartsForWrite(true);
1140 { 1232 {
1141 part.SetParent(this); 1233 part.SetParent(this);
1142 m_parts.Add(part.UUID, part); 1234 m_parts.Add(part.UUID, part);
@@ -1146,6 +1238,7 @@ namespace OpenSim.Region.Framework.Scenes
1146 if (part.LinkNum == 2 && RootPart != null) 1238 if (part.LinkNum == 2 && RootPart != null)
1147 RootPart.LinkNum = 1; 1239 RootPart.LinkNum = 1;
1148 } 1240 }
1241 lockPartsForWrite(false);
1149 } 1242 }
1150 1243
1151 /// <summary> 1244 /// <summary>
@@ -1153,28 +1246,33 @@ namespace OpenSim.Region.Framework.Scenes
1153 /// </summary> 1246 /// </summary>
1154 private void UpdateParentIDs() 1247 private void UpdateParentIDs()
1155 { 1248 {
1156 lock (m_parts) 1249 lockPartsForRead(true);
1157 { 1250 {
1158 foreach (SceneObjectPart part in m_parts.Values) 1251 foreach (SceneObjectPart part in m_parts.Values)
1159 { 1252 {
1253
1160 if (part.UUID != m_rootPart.UUID) 1254 if (part.UUID != m_rootPart.UUID)
1161 { 1255 {
1162 part.ParentID = m_rootPart.LocalId; 1256 part.ParentID = m_rootPart.LocalId;
1163 } 1257 }
1258
1164 } 1259 }
1165 } 1260 }
1261 lockPartsForRead(false);
1166 } 1262 }
1167 1263
1168 public void RegenerateFullIDs() 1264 public void RegenerateFullIDs()
1169 { 1265 {
1170 lock (m_parts) 1266 lockPartsForRead(true);
1171 { 1267 {
1172 foreach (SceneObjectPart part in m_parts.Values) 1268 foreach (SceneObjectPart part in m_parts.Values)
1173 { 1269 {
1270
1174 part.UUID = UUID.Random(); 1271 part.UUID = UUID.Random();
1175 1272
1176 } 1273 }
1177 } 1274 }
1275 lockPartsForRead(false);
1178 } 1276 }
1179 1277
1180 // helper provided for parts. 1278 // helper provided for parts.
@@ -1255,29 +1353,33 @@ namespace OpenSim.Region.Framework.Scenes
1255 1353
1256 DetachFromBackup(); 1354 DetachFromBackup();
1257 1355
1258 lock (m_parts) 1356 lockPartsForRead(true);
1357 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1358 lockPartsForRead(false);
1359
1360 foreach (SceneObjectPart part in values)
1259 { 1361 {
1260 foreach (SceneObjectPart part in m_parts.Values)
1261 {
1262// part.Inventory.RemoveScriptInstances(); 1362// part.Inventory.RemoveScriptInstances();
1263 1363
1264 ScenePresence[] avatars = Scene.GetScenePresences(); 1364 ScenePresence[] avatars = Scene.GetScenePresences();
1265 for (int i = 0; i < avatars.Length; i++) 1365 for (int i = 0; i < avatars.Length; i++)
1366 {
1367 if (avatars[i].ParentID == LocalId)
1266 { 1368 {
1267 if (avatars[i].ParentID == LocalId) 1369 avatars[i].StandUp();
1268 { 1370 }
1269 avatars[i].StandUp();
1270 }
1271 1371
1272 if (!silent) 1372 if (!silent)
1273 { 1373 {
1274 part.UpdateFlag = 0; 1374 part.UpdateFlag = 0;
1275 if (part == m_rootPart) 1375 if (part == m_rootPart)
1276 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1376 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1277 }
1278 } 1377 }
1279 } 1378 }
1379
1280 } 1380 }
1381
1382
1281 } 1383 }
1282 1384
1283 public void AddScriptLPS(int count) 1385 public void AddScriptLPS(int count)
@@ -1302,17 +1404,20 @@ namespace OpenSim.Region.Framework.Scenes
1302 1404
1303 scriptEvents aggregateScriptEvents=0; 1405 scriptEvents aggregateScriptEvents=0;
1304 1406
1305 lock (m_parts) 1407 lockPartsForRead(true);
1306 { 1408 {
1307 foreach (SceneObjectPart part in m_parts.Values) 1409 foreach (SceneObjectPart part in m_parts.Values)
1308 { 1410 {
1411
1309 if (part == null) 1412 if (part == null)
1310 continue; 1413 continue;
1311 if (part != RootPart) 1414 if (part != RootPart)
1312 part.ObjectFlags = objectflagupdate; 1415 part.ObjectFlags = objectflagupdate;
1313 aggregateScriptEvents |= part.AggregateScriptEvents; 1416 aggregateScriptEvents |= part.AggregateScriptEvents;
1417
1314 } 1418 }
1315 } 1419 }
1420 lockPartsForRead(false);
1316 1421
1317 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1422 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1318 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1423 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1354,42 +1459,52 @@ namespace OpenSim.Region.Framework.Scenes
1354 /// <param name="m_physicalPrim"></param> 1459 /// <param name="m_physicalPrim"></param>
1355 public void ApplyPhysics(bool m_physicalPrim) 1460 public void ApplyPhysics(bool m_physicalPrim)
1356 { 1461 {
1357 lock (m_parts) 1462 lockPartsForRead(true);
1463
1464 if (m_parts.Count > 1)
1358 { 1465 {
1359 if (m_parts.Count > 1) 1466 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1467 lockPartsForRead(false);
1468 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1469 foreach (SceneObjectPart part in values)
1360 { 1470 {
1361 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1471
1362 foreach (SceneObjectPart part in m_parts.Values) 1472 if (part.LocalId != m_rootPart.LocalId)
1363 { 1473 {
1364 if (part.LocalId != m_rootPart.LocalId) 1474 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1365 {
1366 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1367 }
1368 } 1475 }
1369 1476
1370 // Hack to get the physics scene geometries in the right spot
1371 ResetChildPrimPhysicsPositions();
1372 }
1373 else
1374 {
1375 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1376 } 1477 }
1478 // Hack to get the physics scene geometries in the right spot
1479 ResetChildPrimPhysicsPositions();
1480 }
1481 else
1482 {
1483 lockPartsForRead(false);
1484 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1377 } 1485 }
1378 } 1486 }
1379 1487
1380 public void SetOwnerId(UUID userId) 1488 public void SetOwnerId(UUID userId)
1381 { 1489 {
1382 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1490 ForEachPart(delegate(SceneObjectPart part)
1491 {
1492
1493 part.OwnerID = userId;
1494
1495 });
1383 } 1496 }
1384 1497
1385 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1498 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1386 { 1499 {
1387 lock (m_parts) 1500 lockPartsForRead(true);
1501 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1502 lockPartsForRead(false);
1503 foreach (SceneObjectPart part in values)
1388 { 1504 {
1389 foreach (SceneObjectPart part in m_parts.Values) 1505
1390 { 1506 whatToDo(part);
1391 whatToDo(part); 1507
1392 }
1393 } 1508 }
1394 } 1509 }
1395 1510
@@ -1488,14 +1603,17 @@ namespace OpenSim.Region.Framework.Scenes
1488 { 1603 {
1489 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1604 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1490 1605
1491 lock (m_parts) 1606 lockPartsForRead(true);
1492 { 1607 {
1493 foreach (SceneObjectPart part in m_parts.Values) 1608 foreach (SceneObjectPart part in m_parts.Values)
1494 { 1609 {
1610
1495 if (part != RootPart) 1611 if (part != RootPart)
1496 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1612 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1613
1497 } 1614 }
1498 } 1615 }
1616 lockPartsForRead(false);
1499 } 1617 }
1500 1618
1501 /// <summary> 1619 /// <summary>
@@ -1593,10 +1711,11 @@ namespace OpenSim.Region.Framework.Scenes
1593 1711
1594 List<SceneObjectPart> partList; 1712 List<SceneObjectPart> partList;
1595 1713
1596 lock (m_parts) 1714 lockPartsForRead(true);
1597 { 1715
1598 partList = new List<SceneObjectPart>(m_parts.Values); 1716 partList = new List<SceneObjectPart>(m_parts.Values);
1599 } 1717
1718 lockPartsForRead(false);
1600 1719
1601 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1720 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1602 { 1721 {
@@ -1819,6 +1938,33 @@ namespace OpenSim.Region.Framework.Scenes
1819 } 1938 }
1820 } 1939 }
1821 1940
1941 public void rotLookAt(Quaternion target, float strength, float damping)
1942 {
1943 SceneObjectPart rootpart = m_rootPart;
1944 if (rootpart != null)
1945 {
1946 if (IsAttachment)
1947 {
1948 /*
1949 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1950 if (avatar != null)
1951 {
1952 Rotate the Av?
1953 } */
1954 }
1955 else
1956 {
1957 if (rootpart.PhysActor != null)
1958 {
1959 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1960 rootpart.PhysActor.APIDStrength = strength;
1961 rootpart.PhysActor.APIDDamping = damping;
1962 rootpart.PhysActor.APIDActive = true;
1963 }
1964 }
1965 }
1966 }
1967
1822 public void stopLookAt() 1968 public void stopLookAt()
1823 { 1969 {
1824 SceneObjectPart rootpart = m_rootPart; 1970 SceneObjectPart rootpart = m_rootPart;
@@ -1893,10 +2039,11 @@ namespace OpenSim.Region.Framework.Scenes
1893 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2039 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1894 newPart.SetParent(this); 2040 newPart.SetParent(this);
1895 2041
1896 lock (m_parts) 2042 lockPartsForWrite(true);
1897 { 2043 {
1898 m_parts.Add(newPart.UUID, newPart); 2044 m_parts.Add(newPart.UUID, newPart);
1899 } 2045 }
2046 lockPartsForWrite(false);
1900 2047
1901 SetPartAsNonRoot(newPart); 2048 SetPartAsNonRoot(newPart);
1902 2049
@@ -1959,7 +2106,7 @@ namespace OpenSim.Region.Framework.Scenes
1959 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2106 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1960 // return; 2107 // return;
1961 2108
1962 lock (m_parts) 2109 lockPartsForRead(true);
1963 { 2110 {
1964 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2111 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1965 2112
@@ -1979,34 +2126,43 @@ namespace OpenSim.Region.Framework.Scenes
1979 { 2126 {
1980 if (!IsSelected) 2127 if (!IsSelected)
1981 part.UpdateLookAt(); 2128 part.UpdateLookAt();
2129
1982 part.SendScheduledUpdates(); 2130 part.SendScheduledUpdates();
2131
1983 } 2132 }
1984 } 2133 }
2134 lockPartsForRead(false);
1985 } 2135 }
1986 2136
1987 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2137 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1988 { 2138 {
1989 RootPart.AddFullUpdateToAvatar(presence); 2139 RootPart.AddFullUpdateToAvatar(presence);
1990 2140
1991 lock (m_parts) 2141 lockPartsForRead(true);
1992 { 2142 {
1993 foreach (SceneObjectPart part in m_parts.Values) 2143 foreach (SceneObjectPart part in m_parts.Values)
1994 { 2144 {
2145
1995 if (part != RootPart) 2146 if (part != RootPart)
1996 part.AddFullUpdateToAvatar(presence); 2147 part.AddFullUpdateToAvatar(presence);
2148
1997 } 2149 }
1998 } 2150 }
2151 lockPartsForRead(false);
1999 } 2152 }
2000 2153
2001 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2154 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2002 { 2155 {
2003 lock (m_parts) 2156 lockPartsForRead(true);
2004 { 2157 {
2005 foreach (SceneObjectPart part in m_parts.Values) 2158 foreach (SceneObjectPart part in m_parts.Values)
2006 { 2159 {
2160
2007 part.AddTerseUpdateToAvatar(presence); 2161 part.AddTerseUpdateToAvatar(presence);
2162
2008 } 2163 }
2009 } 2164 }
2165 lockPartsForRead(false);
2010 } 2166 }
2011 2167
2012 /// <summary> 2168 /// <summary>
@@ -2017,14 +2173,17 @@ namespace OpenSim.Region.Framework.Scenes
2017 checkAtTargets(); 2173 checkAtTargets();
2018 RootPart.ScheduleFullUpdate(); 2174 RootPart.ScheduleFullUpdate();
2019 2175
2020 lock (m_parts) 2176 lockPartsForRead(true);
2021 { 2177 {
2022 foreach (SceneObjectPart part in m_parts.Values) 2178 foreach (SceneObjectPart part in m_parts.Values)
2023 { 2179 {
2180
2024 if (part != RootPart) 2181 if (part != RootPart)
2025 part.ScheduleFullUpdate(); 2182 part.ScheduleFullUpdate();
2183
2026 } 2184 }
2027 } 2185 }
2186 lockPartsForRead(false);
2028 } 2187 }
2029 2188
2030 /// <summary> 2189 /// <summary>
@@ -2032,13 +2191,16 @@ namespace OpenSim.Region.Framework.Scenes
2032 /// </summary> 2191 /// </summary>
2033 public void ScheduleGroupForTerseUpdate() 2192 public void ScheduleGroupForTerseUpdate()
2034 { 2193 {
2035 lock (m_parts) 2194 lockPartsForRead(true);
2036 { 2195 {
2037 foreach (SceneObjectPart part in m_parts.Values) 2196 foreach (SceneObjectPart part in m_parts.Values)
2038 { 2197 {
2198
2039 part.ScheduleTerseUpdate(); 2199 part.ScheduleTerseUpdate();
2200
2040 } 2201 }
2041 } 2202 }
2203 lockPartsForRead(false);
2042 } 2204 }
2043 2205
2044 /// <summary> 2206 /// <summary>
@@ -2051,14 +2213,17 @@ namespace OpenSim.Region.Framework.Scenes
2051 2213
2052 RootPart.SendFullUpdateToAllClients(); 2214 RootPart.SendFullUpdateToAllClients();
2053 2215
2054 lock (m_parts) 2216 lockPartsForRead(true);
2055 { 2217 {
2056 foreach (SceneObjectPart part in m_parts.Values) 2218 foreach (SceneObjectPart part in m_parts.Values)
2057 { 2219 {
2220
2058 if (part != RootPart) 2221 if (part != RootPart)
2059 part.SendFullUpdateToAllClients(); 2222 part.SendFullUpdateToAllClients();
2223
2060 } 2224 }
2061 } 2225 }
2226 lockPartsForRead(false);
2062 } 2227 }
2063 2228
2064 /// <summary> 2229 /// <summary>
@@ -2089,14 +2254,15 @@ namespace OpenSim.Region.Framework.Scenes
2089 { 2254 {
2090 if (IsDeleted) 2255 if (IsDeleted)
2091 return; 2256 return;
2092 2257
2093 lock (m_parts) 2258 lockPartsForRead(true);
2094 { 2259 {
2095 foreach (SceneObjectPart part in m_parts.Values) 2260 foreach (SceneObjectPart part in m_parts.Values)
2096 { 2261 {
2097 part.SendTerseUpdateToAllClients(); 2262 part.SendTerseUpdateToAllClients();
2098 } 2263 }
2099 } 2264 }
2265 lockPartsForRead(false);
2100 } 2266 }
2101 2267
2102 #endregion 2268 #endregion
@@ -2110,16 +2276,18 @@ namespace OpenSim.Region.Framework.Scenes
2110 /// <returns>null if no child part with that linknum or child part</returns> 2276 /// <returns>null if no child part with that linknum or child part</returns>
2111 public SceneObjectPart GetLinkNumPart(int linknum) 2277 public SceneObjectPart GetLinkNumPart(int linknum)
2112 { 2278 {
2113 lock (m_parts) 2279 lockPartsForRead(true);
2114 { 2280 {
2115 foreach (SceneObjectPart part in m_parts.Values) 2281 foreach (SceneObjectPart part in m_parts.Values)
2116 { 2282 {
2117 if (part.LinkNum == linknum) 2283 if (part.LinkNum == linknum)
2118 { 2284 {
2285 lockPartsForRead(false);
2119 return part; 2286 return part;
2120 } 2287 }
2121 } 2288 }
2122 } 2289 }
2290 lockPartsForRead(false);
2123 2291
2124 return null; 2292 return null;
2125 } 2293 }
@@ -2147,17 +2315,19 @@ namespace OpenSim.Region.Framework.Scenes
2147 public SceneObjectPart GetChildPart(uint localID) 2315 public SceneObjectPart GetChildPart(uint localID)
2148 { 2316 {
2149 //m_log.DebugFormat("Entered looking for {0}", localID); 2317 //m_log.DebugFormat("Entered looking for {0}", localID);
2150 lock (m_parts) 2318 lockPartsForRead(true);
2151 { 2319 {
2152 foreach (SceneObjectPart part in m_parts.Values) 2320 foreach (SceneObjectPart part in m_parts.Values)
2153 { 2321 {
2154 //m_log.DebugFormat("Found {0}", part.LocalId); 2322 //m_log.DebugFormat("Found {0}", part.LocalId);
2155 if (part.LocalId == localID) 2323 if (part.LocalId == localID)
2156 { 2324 {
2325 lockPartsForRead(false);
2157 return part; 2326 return part;
2158 } 2327 }
2159 } 2328 }
2160 } 2329 }
2330 lockPartsForRead(false);
2161 2331
2162 return null; 2332 return null;
2163 } 2333 }
@@ -2187,17 +2357,19 @@ namespace OpenSim.Region.Framework.Scenes
2187 public bool HasChildPrim(uint localID) 2357 public bool HasChildPrim(uint localID)
2188 { 2358 {
2189 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2359 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2190 lock (m_parts) 2360 lockPartsForRead(true);
2191 { 2361 {
2192 foreach (SceneObjectPart part in m_parts.Values) 2362 foreach (SceneObjectPart part in m_parts.Values)
2193 { 2363 {
2194 //m_log.DebugFormat("Found {0}", part.LocalId); 2364 //m_log.DebugFormat("Found {0}", part.LocalId);
2195 if (part.LocalId == localID) 2365 if (part.LocalId == localID)
2196 { 2366 {
2367 lockPartsForRead(false);
2197 return true; 2368 return true;
2198 } 2369 }
2199 } 2370 }
2200 } 2371 }
2372 lockPartsForRead(false);
2201 2373
2202 return false; 2374 return false;
2203 } 2375 }
@@ -2247,53 +2419,57 @@ namespace OpenSim.Region.Framework.Scenes
2247 if (m_rootPart.LinkNum == 0) 2419 if (m_rootPart.LinkNum == 0)
2248 m_rootPart.LinkNum = 1; 2420 m_rootPart.LinkNum = 1;
2249 2421
2250 lock (m_parts) 2422 lockPartsForWrite(true);
2251 { 2423
2252 m_parts.Add(linkPart.UUID, linkPart); 2424 m_parts.Add(linkPart.UUID, linkPart);
2425
2426 lockPartsForWrite(false);
2253 2427
2254 // Insert in terms of link numbers, the new links 2428 // Insert in terms of link numbers, the new links
2255 // before the current ones (with the exception of 2429 // before the current ones (with the exception of
2256 // the root prim. Shuffle the old ones up 2430 // the root prim. Shuffle the old ones up
2257 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2431 lockPartsForRead(true);
2432 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2433 {
2434 if (kvp.Value.LinkNum != 1)
2258 { 2435 {
2259 if (kvp.Value.LinkNum != 1) 2436 // Don't update root prim link number
2260 { 2437 kvp.Value.LinkNum += objectGroup.PrimCount;
2261 // Don't update root prim link number
2262 kvp.Value.LinkNum += objectGroup.PrimCount;
2263 }
2264 } 2438 }
2439 }
2440 lockPartsForRead(false);
2265 2441
2266 linkPart.LinkNum = 2; 2442 linkPart.LinkNum = 2;
2267 2443
2268 linkPart.SetParent(this); 2444 linkPart.SetParent(this);
2269 linkPart.AddFlag(PrimFlags.CreateSelected); 2445 linkPart.AddFlag(PrimFlags.CreateSelected);
2270 2446
2271 //if (linkPart.PhysActor != null) 2447 //if (linkPart.PhysActor != null)
2272 //{ 2448 //{
2273 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2449 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2274 2450
2275 //linkPart.PhysActor = null; 2451 //linkPart.PhysActor = null;
2276 //} 2452 //}
2277 2453
2278 //TODO: rest of parts 2454 //TODO: rest of parts
2279 int linkNum = 3; 2455 int linkNum = 3;
2280 foreach (SceneObjectPart part in objectGroup.Children.Values) 2456 foreach (SceneObjectPart part in objectGroup.Children.Values)
2457 {
2458 if (part.UUID != objectGroup.m_rootPart.UUID)
2281 { 2459 {
2282 if (part.UUID != objectGroup.m_rootPart.UUID) 2460 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2283 {
2284 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2285 }
2286 part.ClearUndoState();
2287 } 2461 }
2462 part.ClearUndoState();
2288 } 2463 }
2289 2464
2290 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2465 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2291 objectGroup.m_isDeleted = true; 2466 objectGroup.m_isDeleted = true;
2467
2468 objectGroup.lockPartsForWrite(true);
2292 2469
2293 lock (objectGroup.m_parts) 2470 objectGroup.m_parts.Clear();
2294 { 2471
2295 objectGroup.m_parts.Clear(); 2472 objectGroup.lockPartsForWrite(false);
2296 }
2297 2473
2298 // Can't do this yet since backup still makes use of the root part without any synchronization 2474 // Can't do this yet since backup still makes use of the root part without any synchronization
2299// objectGroup.m_rootPart = null; 2475// objectGroup.m_rootPart = null;
@@ -2363,11 +2539,12 @@ namespace OpenSim.Region.Framework.Scenes
2363 Quaternion worldRot = linkPart.GetWorldRotation(); 2539 Quaternion worldRot = linkPart.GetWorldRotation();
2364 2540
2365 // Remove the part from this object 2541 // Remove the part from this object
2366 lock (m_parts) 2542 lockPartsForWrite(true);
2367 { 2543 {
2368 m_parts.Remove(linkPart.UUID); 2544 m_parts.Remove(linkPart.UUID);
2369 } 2545 }
2370 2546 lockPartsForWrite(false);
2547 lockPartsForRead(true);
2371 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2548 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2372 RootPart.LinkNum = 0; 2549 RootPart.LinkNum = 0;
2373 else 2550 else
@@ -2378,6 +2555,7 @@ namespace OpenSim.Region.Framework.Scenes
2378 p.LinkNum--; 2555 p.LinkNum--;
2379 } 2556 }
2380 } 2557 }
2558 lockPartsForRead(false);
2381 2559
2382 linkPart.ParentID = 0; 2560 linkPart.ParentID = 0;
2383 linkPart.LinkNum = 0; 2561 linkPart.LinkNum = 0;
@@ -2699,9 +2877,12 @@ namespace OpenSim.Region.Framework.Scenes
2699 2877
2700 if (selectionPart != null) 2878 if (selectionPart != null)
2701 { 2879 {
2702 lock (m_parts) 2880 lockPartsForRead(true);
2881 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2882 lockPartsForRead(false);
2883 foreach (SceneObjectPart part in parts)
2703 { 2884 {
2704 foreach (SceneObjectPart part in m_parts.Values) 2885 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2705 { 2886 {
2706 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2887 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2707 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2888 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2711,12 +2892,13 @@ namespace OpenSim.Region.Framework.Scenes
2711 break; 2892 break;
2712 } 2893 }
2713 } 2894 }
2895 }
2714 2896
2715 foreach (SceneObjectPart part in m_parts.Values) 2897 foreach (SceneObjectPart part in parts)
2716 { 2898 {
2717 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2899 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2718 }
2719 } 2900 }
2901
2720 } 2902 }
2721 } 2903 }
2722 2904
@@ -2802,11 +2984,9 @@ namespace OpenSim.Region.Framework.Scenes
2802 scale.Y = m_scene.m_maxNonphys; 2984 scale.Y = m_scene.m_maxNonphys;
2803 if (scale.Z > m_scene.m_maxNonphys) 2985 if (scale.Z > m_scene.m_maxNonphys)
2804 scale.Z = m_scene.m_maxNonphys; 2986 scale.Z = m_scene.m_maxNonphys;
2805
2806 SceneObjectPart part = GetChildPart(localID); 2987 SceneObjectPart part = GetChildPart(localID);
2807 if (part != null) 2988 if (part != null)
2808 { 2989 {
2809 part.Resize(scale);
2810 if (part.PhysActor != null) 2990 if (part.PhysActor != null)
2811 { 2991 {
2812 if (part.PhysActor.IsPhysical) 2992 if (part.PhysActor.IsPhysical)
@@ -2821,7 +3001,7 @@ namespace OpenSim.Region.Framework.Scenes
2821 part.PhysActor.Size = scale; 3001 part.PhysActor.Size = scale;
2822 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3002 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2823 } 3003 }
2824 //if (part.UUID != m_rootPart.UUID) 3004 part.Resize(scale);
2825 3005
2826 HasGroupChanged = true; 3006 HasGroupChanged = true;
2827 ScheduleGroupForFullUpdate(); 3007 ScheduleGroupForFullUpdate();
@@ -2863,73 +3043,71 @@ namespace OpenSim.Region.Framework.Scenes
2863 float y = (scale.Y / part.Scale.Y); 3043 float y = (scale.Y / part.Scale.Y);
2864 float z = (scale.Z / part.Scale.Z); 3044 float z = (scale.Z / part.Scale.Z);
2865 3045
2866 lock (m_parts) 3046 lockPartsForRead(true);
3047 if (x > 1.0f || y > 1.0f || z > 1.0f)
2867 { 3048 {
2868 if (x > 1.0f || y > 1.0f || z > 1.0f) 3049 foreach (SceneObjectPart obPart in m_parts.Values)
2869 { 3050 {
2870 foreach (SceneObjectPart obPart in m_parts.Values) 3051 if (obPart.UUID != m_rootPart.UUID)
2871 { 3052 {
2872 if (obPart.UUID != m_rootPart.UUID) 3053 obPart.IgnoreUndoUpdate = true;
2873 { 3054 Vector3 oldSize = new Vector3(obPart.Scale);
2874 obPart.IgnoreUndoUpdate = true;
2875 Vector3 oldSize = new Vector3(obPart.Scale);
2876 3055
2877 float f = 1.0f; 3056 float f = 1.0f;
2878 float a = 1.0f; 3057 float a = 1.0f;
2879 3058
2880 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3059 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3060 {
3061 if (oldSize.X*x > m_scene.m_maxPhys)
2881 { 3062 {
2882 if (oldSize.X*x > m_scene.m_maxPhys) 3063 f = m_scene.m_maxPhys / oldSize.X;
2883 { 3064 a = f / x;
2884 f = m_scene.m_maxPhys / oldSize.X; 3065 x *= a;
2885 a = f / x; 3066 y *= a;
2886 x *= a; 3067 z *= a;
2887 y *= a;
2888 z *= a;
2889 }
2890 if (oldSize.Y*y > m_scene.m_maxPhys)
2891 {
2892 f = m_scene.m_maxPhys / oldSize.Y;
2893 a = f / y;
2894 x *= a;
2895 y *= a;
2896 z *= a;
2897 }
2898 if (oldSize.Z*z > m_scene.m_maxPhys)
2899 {
2900 f = m_scene.m_maxPhys / oldSize.Z;
2901 a = f / z;
2902 x *= a;
2903 y *= a;
2904 z *= a;
2905 }
2906 } 3068 }
2907 else 3069 if (oldSize.Y*y > m_scene.m_maxPhys)
3070 {
3071 f = m_scene.m_maxPhys / oldSize.Y;
3072 a = f / y;
3073 x *= a;
3074 y *= a;
3075 z *= a;
3076 }
3077 if (oldSize.Z*z > m_scene.m_maxPhys)
3078 {
3079 f = m_scene.m_maxPhys / oldSize.Z;
3080 a = f / z;
3081 x *= a;
3082 y *= a;
3083 z *= a;
3084 }
3085 }
3086 else
3087 {
3088 if (oldSize.X*x > m_scene.m_maxNonphys)
3089 {
3090 f = m_scene.m_maxNonphys / oldSize.X;
3091 a = f / x;
3092 x *= a;
3093 y *= a;
3094 z *= a;
3095 }
3096 if (oldSize.Y*y > m_scene.m_maxNonphys)
3097 {
3098 f = m_scene.m_maxNonphys / oldSize.Y;
3099 a = f / y;
3100 x *= a;
3101 y *= a;
3102 z *= a;
3103 }
3104 if (oldSize.Z*z > m_scene.m_maxNonphys)
2908 { 3105 {
2909 if (oldSize.X*x > m_scene.m_maxNonphys) 3106 f = m_scene.m_maxNonphys / oldSize.Z;
2910 { 3107 a = f / z;
2911 f = m_scene.m_maxNonphys / oldSize.X; 3108 x *= a;
2912 a = f / x; 3109 y *= a;
2913 x *= a; 3110 z *= a;
2914 y *= a;
2915 z *= a;
2916 }
2917 if (oldSize.Y*y > m_scene.m_maxNonphys)
2918 {
2919 f = m_scene.m_maxNonphys / oldSize.Y;
2920 a = f / y;
2921 x *= a;
2922 y *= a;
2923 z *= a;
2924 }
2925 if (oldSize.Z*z > m_scene.m_maxNonphys)
2926 {
2927 f = m_scene.m_maxNonphys / oldSize.Z;
2928 a = f / z;
2929 x *= a;
2930 y *= a;
2931 z *= a;
2932 }
2933 } 3111 }
2934 obPart.IgnoreUndoUpdate = false; 3112 obPart.IgnoreUndoUpdate = false;
2935 obPart.StoreUndoState(); 3113 obPart.StoreUndoState();
@@ -2937,6 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes
2937 } 3115 }
2938 } 3116 }
2939 } 3117 }
3118 lockPartsForRead(false);
2940 3119
2941 Vector3 prevScale = part.Scale; 3120 Vector3 prevScale = part.Scale;
2942 prevScale.X *= x; 3121 prevScale.X *= x;
@@ -2944,7 +3123,7 @@ namespace OpenSim.Region.Framework.Scenes
2944 prevScale.Z *= z; 3123 prevScale.Z *= z;
2945 part.Resize(prevScale); 3124 part.Resize(prevScale);
2946 3125
2947 lock (m_parts) 3126 lockPartsForRead(true);
2948 { 3127 {
2949 foreach (SceneObjectPart obPart in m_parts.Values) 3128 foreach (SceneObjectPart obPart in m_parts.Values)
2950 { 3129 {
@@ -2966,6 +3145,7 @@ namespace OpenSim.Region.Framework.Scenes
2966 obPart.StoreUndoState(); 3145 obPart.StoreUndoState();
2967 } 3146 }
2968 } 3147 }
3148 lockPartsForRead(false);
2969 3149
2970 if (part.PhysActor != null) 3150 if (part.PhysActor != null)
2971 { 3151 {
@@ -3068,7 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
3068 axDiff *= Quaternion.Inverse(partRotation); 3248 axDiff *= Quaternion.Inverse(partRotation);
3069 diff = axDiff; 3249 diff = axDiff;
3070 3250
3071 lock (m_parts) 3251 lockPartsForRead(true);
3072 { 3252 {
3073 foreach (SceneObjectPart obPart in m_parts.Values) 3253 foreach (SceneObjectPart obPart in m_parts.Values)
3074 { 3254 {
@@ -3078,6 +3258,7 @@ namespace OpenSim.Region.Framework.Scenes
3078 } 3258 }
3079 } 3259 }
3080 } 3260 }
3261 lockPartsForRead(false);
3081 3262
3082 AbsolutePosition = newPos; 3263 AbsolutePosition = newPos;
3083 3264
@@ -3211,25 +3392,25 @@ namespace OpenSim.Region.Framework.Scenes
3211 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3392 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3212 } 3393 }
3213 3394
3214 lock (m_parts) 3395 lockPartsForRead(true);
3396
3397 foreach (SceneObjectPart prim in m_parts.Values)
3215 { 3398 {
3216 foreach (SceneObjectPart prim in m_parts.Values) 3399 if (prim.UUID != m_rootPart.UUID)
3217 { 3400 {
3218 if (prim.UUID != m_rootPart.UUID) 3401 prim.IgnoreUndoUpdate = true;
3219 { 3402 Vector3 axPos = prim.OffsetPosition;
3220 prim.IgnoreUndoUpdate = true; 3403 axPos *= oldParentRot;
3221 Vector3 axPos = prim.OffsetPosition; 3404 axPos *= Quaternion.Inverse(axRot);
3222 axPos *= oldParentRot; 3405 prim.OffsetPosition = axPos;
3223 axPos *= Quaternion.Inverse(axRot); 3406 Quaternion primsRot = prim.RotationOffset;
3224 prim.OffsetPosition = axPos; 3407 Quaternion newRot = primsRot * oldParentRot;
3225 Quaternion primsRot = prim.RotationOffset; 3408 newRot *= Quaternion.Inverse(axRot);
3226 Quaternion newRot = primsRot * oldParentRot; 3409 prim.RotationOffset = newRot;
3227 newRot *= Quaternion.Inverse(axRot); 3410 prim.ScheduleTerseUpdate();
3228 prim.RotationOffset = newRot;
3229 prim.ScheduleTerseUpdate();
3230 }
3231 } 3411 }
3232 } 3412 }
3413
3233 foreach (SceneObjectPart childpart in Children.Values) 3414 foreach (SceneObjectPart childpart in Children.Values)
3234 { 3415 {
3235 if (childpart != m_rootPart) 3416 if (childpart != m_rootPart)
@@ -3238,6 +3419,9 @@ namespace OpenSim.Region.Framework.Scenes
3238 childpart.StoreUndoState(); 3419 childpart.StoreUndoState();
3239 } 3420 }
3240 } 3421 }
3422
3423 lockPartsForRead(false);
3424
3241 m_rootPart.ScheduleTerseUpdate(); 3425 m_rootPart.ScheduleTerseUpdate();
3242 } 3426 }
3243 3427
@@ -3359,7 +3543,7 @@ namespace OpenSim.Region.Framework.Scenes
3359 if (atTargets.Count > 0) 3543 if (atTargets.Count > 0)
3360 { 3544 {
3361 uint[] localids = new uint[0]; 3545 uint[] localids = new uint[0];
3362 lock (m_parts) 3546 lockPartsForRead(true);
3363 { 3547 {
3364 localids = new uint[m_parts.Count]; 3548 localids = new uint[m_parts.Count];
3365 int cntr = 0; 3549 int cntr = 0;
@@ -3369,6 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes
3369 cntr++; 3553 cntr++;
3370 } 3554 }
3371 } 3555 }
3556 lockPartsForRead(false);
3372 3557
3373 for (int ctr = 0; ctr < localids.Length; ctr++) 3558 for (int ctr = 0; ctr < localids.Length; ctr++)
3374 { 3559 {
@@ -3387,7 +3572,7 @@ namespace OpenSim.Region.Framework.Scenes
3387 { 3572 {
3388 //trigger not_at_target 3573 //trigger not_at_target
3389 uint[] localids = new uint[0]; 3574 uint[] localids = new uint[0];
3390 lock (m_parts) 3575 lockPartsForRead(true);
3391 { 3576 {
3392 localids = new uint[m_parts.Count]; 3577 localids = new uint[m_parts.Count];
3393 int cntr = 0; 3578 int cntr = 0;
@@ -3397,7 +3582,8 @@ namespace OpenSim.Region.Framework.Scenes
3397 cntr++; 3582 cntr++;
3398 } 3583 }
3399 } 3584 }
3400 3585 lockPartsForRead(false);
3586
3401 for (int ctr = 0; ctr < localids.Length; ctr++) 3587 for (int ctr = 0; ctr < localids.Length; ctr++)
3402 { 3588 {
3403 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3589 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3489,19 +3675,20 @@ namespace OpenSim.Region.Framework.Scenes
3489 public float GetMass() 3675 public float GetMass()
3490 { 3676 {
3491 float retmass = 0f; 3677 float retmass = 0f;
3492 lock (m_parts) 3678 lockPartsForRead(true);
3493 { 3679 {
3494 foreach (SceneObjectPart part in m_parts.Values) 3680 foreach (SceneObjectPart part in m_parts.Values)
3495 { 3681 {
3496 retmass += part.GetMass(); 3682 retmass += part.GetMass();
3497 } 3683 }
3498 } 3684 }
3685 lockPartsForRead(false);
3499 return retmass; 3686 return retmass;
3500 } 3687 }
3501 3688
3502 public void CheckSculptAndLoad() 3689 public void CheckSculptAndLoad()
3503 { 3690 {
3504 lock (m_parts) 3691 lockPartsForRead(true);
3505 { 3692 {
3506 if (!IsDeleted) 3693 if (!IsDeleted)
3507 { 3694 {
@@ -3526,6 +3713,7 @@ namespace OpenSim.Region.Framework.Scenes
3526 } 3713 }
3527 } 3714 }
3528 } 3715 }
3716 lockPartsForRead(false);
3529 } 3717 }
3530 3718
3531 protected void AssetReceived(string id, Object sender, AssetBase asset) 3719 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3546,7 +3734,7 @@ namespace OpenSim.Region.Framework.Scenes
3546 /// <param name="client"></param> 3734 /// <param name="client"></param>
3547 public void SetGroup(UUID GroupID, IClientAPI client) 3735 public void SetGroup(UUID GroupID, IClientAPI client)
3548 { 3736 {
3549 lock (m_parts) 3737 lockPartsForRead(true);
3550 { 3738 {
3551 foreach (SceneObjectPart part in m_parts.Values) 3739 foreach (SceneObjectPart part in m_parts.Values)
3552 { 3740 {
@@ -3556,7 +3744,7 @@ namespace OpenSim.Region.Framework.Scenes
3556 3744
3557 HasGroupChanged = true; 3745 HasGroupChanged = true;
3558 } 3746 }
3559 3747 lockPartsForRead(false);
3560 ScheduleGroupForFullUpdate(); 3748 ScheduleGroupForFullUpdate();
3561 } 3749 }
3562 3750
@@ -3575,11 +3763,12 @@ namespace OpenSim.Region.Framework.Scenes
3575 3763
3576 public void SetAttachmentPoint(byte point) 3764 public void SetAttachmentPoint(byte point)
3577 { 3765 {
3578 lock (m_parts) 3766 lockPartsForRead(true);
3579 { 3767 {
3580 foreach (SceneObjectPart part in m_parts.Values) 3768 foreach (SceneObjectPart part in m_parts.Values)
3581 part.SetAttachmentPoint(point); 3769 part.SetAttachmentPoint(point);
3582 } 3770 }
3771 lockPartsForRead(false);
3583 } 3772 }
3584 3773
3585 #region ISceneObject 3774 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a85a4b3..e7f9f31 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes
452 } 453 }
453 454
454 /// <value> 455 /// <value>
455 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 456 /// Get the inventory list
456 /// </value> 457 /// </value>
457 public TaskInventoryDictionary TaskInventory 458 public TaskInventoryDictionary TaskInventory
458 { 459 {
459 get { return m_inventory.Items; } 460 get {
460 set { m_inventory.Items = value; } 461 return m_inventory.Items;
462 }
463 set {
464 m_inventory.Items = value;
465 }
461 } 466 }
462 467
463 public uint ObjectFlags 468 public uint ObjectFlags
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes
586 set { m_LoopSoundSlavePrims = value; } 591 set { m_LoopSoundSlavePrims = value; }
587 } 592 }
588 593
589 [XmlIgnore]
590 public Byte[] TextureAnimation 594 public Byte[] TextureAnimation
591 { 595 {
592 get { return m_TextureAnimation; } 596 get { return m_TextureAnimation; }
593 set { m_TextureAnimation = value; } 597 set { m_TextureAnimation = value; }
594 } 598 }
595 599
596 [XmlIgnore]
597 public Byte[] ParticleSystem 600 public Byte[] ParticleSystem
598 { 601 {
599 get { return m_particleSystem; } 602 get { return m_particleSystem; }
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes
647 set 650 set
648 { 651 {
649 m_groupPosition = value; 652 m_groupPosition = value;
650
651 PhysicsActor actor = PhysActor; 653 PhysicsActor actor = PhysActor;
652 if (actor != null) 654 if (actor != null)
653 { 655 {
@@ -960,7 +962,8 @@ namespace OpenSim.Region.Framework.Scenes
960 if (IsAttachment) 962 if (IsAttachment)
961 return GroupPosition; 963 return GroupPosition;
962 964
963 return m_offsetPosition + m_groupPosition; } 965// return m_offsetPosition + m_groupPosition; }
966 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
964 } 967 }
965 968
966 public SceneObjectGroup ParentGroup 969 public SceneObjectGroup ParentGroup
@@ -1112,6 +1115,13 @@ namespace OpenSim.Region.Framework.Scenes
1112 get { return _flags; } 1115 get { return _flags; }
1113 set { _flags = value; } 1116 set { _flags = value; }
1114 } 1117 }
1118
1119 [XmlIgnore]
1120 public bool IsOccupied // KF If an av is sittingon this prim
1121 {
1122 get { return m_occupied; }
1123 set { m_occupied = value; }
1124 }
1115 1125
1116 [XmlIgnore] 1126 [XmlIgnore]
1117 public UUID SitTargetAvatar 1127 public UUID SitTargetAvatar
@@ -1187,14 +1197,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 } 1197 }
1188 } 1198 }
1189 1199
1190 /// <summary>
1191 /// Clear all pending updates of parts to clients
1192 /// </summary>
1193 private void ClearUpdateSchedule()
1194 {
1195 m_updateFlag = 0;
1196 }
1197
1198 private void SendObjectPropertiesToClient(UUID AgentID) 1200 private void SendObjectPropertiesToClient(UUID AgentID)
1199 { 1201 {
1200 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1202 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1937,12 +1939,17 @@ namespace OpenSim.Region.Framework.Scenes
1937 public Vector3 GetWorldPosition() 1939 public Vector3 GetWorldPosition()
1938 { 1940 {
1939 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1941 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1940
1941 Vector3 axPos = OffsetPosition; 1942 Vector3 axPos = OffsetPosition;
1942
1943 axPos *= parentRot; 1943 axPos *= parentRot;
1944 Vector3 translationOffsetPosition = axPos; 1944 Vector3 translationOffsetPosition = axPos;
1945 return GroupPosition + translationOffsetPosition; 1945 if(_parentID == 0)
1946 {
1947 return GroupPosition;
1948 }
1949 else
1950 {
1951 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1952 }
1946 } 1953 }
1947 1954
1948 /// <summary> 1955 /// <summary>
@@ -1953,7 +1960,7 @@ namespace OpenSim.Region.Framework.Scenes
1953 { 1960 {
1954 Quaternion newRot; 1961 Quaternion newRot;
1955 1962
1956 if (this.LinkNum == 0) 1963 if (this.LinkNum < 2) //KF Single or root prim
1957 { 1964 {
1958 newRot = RotationOffset; 1965 newRot = RotationOffset;
1959 } 1966 }
@@ -2610,17 +2617,18 @@ namespace OpenSim.Region.Framework.Scenes
2610 //Trys to fetch sound id from prim's inventory. 2617 //Trys to fetch sound id from prim's inventory.
2611 //Prim's inventory doesn't support non script items yet 2618 //Prim's inventory doesn't support non script items yet
2612 2619
2613 lock (TaskInventory) 2620 TaskInventory.LockItemsForRead(true);
2621
2622 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2614 { 2623 {
2615 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2624 if (item.Value.Name == sound)
2616 { 2625 {
2617 if (item.Value.Name == sound) 2626 soundID = item.Value.ItemID;
2618 { 2627 break;
2619 soundID = item.Value.ItemID;
2620 break;
2621 }
2622 } 2628 }
2623 } 2629 }
2630
2631 TaskInventory.LockItemsForRead(false);
2624 } 2632 }
2625 2633
2626 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2634 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2927,8 +2935,8 @@ namespace OpenSim.Region.Framework.Scenes
2927 { 2935 {
2928 const float ROTATION_TOLERANCE = 0.01f; 2936 const float ROTATION_TOLERANCE = 0.01f;
2929 const float VELOCITY_TOLERANCE = 0.001f; 2937 const float VELOCITY_TOLERANCE = 0.001f;
2930 const float POSITION_TOLERANCE = 0.05f; 2938 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2931 const int TIME_MS_TOLERANCE = 3000; 2939 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2932 2940
2933 if (m_updateFlag == 1) 2941 if (m_updateFlag == 1)
2934 { 2942 {
@@ -2942,7 +2950,7 @@ namespace OpenSim.Region.Framework.Scenes
2942 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2950 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2943 { 2951 {
2944 AddTerseUpdateToAllAvatars(); 2952 AddTerseUpdateToAllAvatars();
2945 ClearUpdateSchedule(); 2953
2946 2954
2947 // This causes the Scene to 'poll' physical objects every couple of frames 2955 // This causes the Scene to 'poll' physical objects every couple of frames
2948 // bad, so it's been replaced by an event driven method. 2956 // bad, so it's been replaced by an event driven method.
@@ -2960,16 +2968,18 @@ namespace OpenSim.Region.Framework.Scenes
2960 m_lastAngularVelocity = AngularVelocity; 2968 m_lastAngularVelocity = AngularVelocity;
2961 m_lastTerseSent = Environment.TickCount; 2969 m_lastTerseSent = Environment.TickCount;
2962 } 2970 }
2971 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2972 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2963 } 2973 }
2964 else 2974 else
2965 { 2975 {
2966 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2976 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2967 { 2977 {
2968 AddFullUpdateToAllAvatars(); 2978 AddFullUpdateToAllAvatars();
2969 ClearUpdateSchedule(); 2979 m_updateFlag = 0; //Same here
2970 } 2980 }
2971 } 2981 }
2972 ClearUpdateSchedule(); 2982 m_updateFlag = 0;
2973 } 2983 }
2974 2984
2975 /// <summary> 2985 /// <summary>
@@ -2996,17 +3006,16 @@ namespace OpenSim.Region.Framework.Scenes
2996 if (!UUID.TryParse(sound, out soundID)) 3006 if (!UUID.TryParse(sound, out soundID))
2997 { 3007 {
2998 // search sound file from inventory 3008 // search sound file from inventory
2999 lock (TaskInventory) 3009 TaskInventory.LockItemsForRead(true);
3010 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3000 { 3011 {
3001 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3012 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3002 { 3013 {
3003 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3014 soundID = item.Value.ItemID;
3004 { 3015 break;
3005 soundID = item.Value.ItemID;
3006 break;
3007 }
3008 } 3016 }
3009 } 3017 }
3018 TaskInventory.LockItemsForRead(false);
3010 } 3019 }
3011 3020
3012 if (soundID == UUID.Zero) 3021 if (soundID == UUID.Zero)
@@ -3189,6 +3198,22 @@ namespace OpenSim.Region.Framework.Scenes
3189 PhysActor.VehicleRotationParam(param, rotation); 3198 PhysActor.VehicleRotationParam(param, rotation);
3190 } 3199 }
3191 } 3200 }
3201
3202 public void SetVehicleFlags(int flags)
3203 {
3204 if (PhysActor != null)
3205 {
3206 PhysActor.VehicleFlagsSet(flags);
3207 }
3208 }
3209
3210 public void RemoveVehicleFlags(int flags)
3211 {
3212 if (PhysActor != null)
3213 {
3214 PhysActor.VehicleFlagsRemove(flags);
3215 }
3216 }
3192 3217
3193 /// <summary> 3218 /// <summary>
3194 /// Set the color of prim faces 3219 /// Set the color of prim faces
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index a555eae..5d00917 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 }
@@ -236,16 +241,20 @@ namespace OpenSim.Region.Framework.Scenes
236 /// </param> 241 /// </param>
237 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
238 { 243 {
239 lock (Items) 244 Items.LockItemsForRead(true);
245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
240 { 249 {
241 foreach (TaskInventoryItem item in Items.Values) 250 if ((int)InventoryType.LSL == item.InvType)
242 { 251 {
243 if ((int)InventoryType.LSL == item.InvType) 252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
244 { 253 m_part.RemoveScriptEvents(item.ItemID);
245 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
246 }
247 } 254 }
248 } 255 }
256
257
249 } 258 }
250 259
251 /// <summary> 260 /// <summary>
@@ -270,12 +279,10 @@ namespace OpenSim.Region.Framework.Scenes
270 if (stateSource == 1 && // Prim crossing 279 if (stateSource == 1 && // Prim crossing
271 m_part.ParentGroup.Scene.m_trustBinaries) 280 m_part.ParentGroup.Scene.m_trustBinaries)
272 { 281 {
273 lock (m_items) 282 m_items.LockItemsForWrite(true);
274 { 283 m_items[item.ItemID].PermsMask = 0;
275 m_items[item.ItemID].PermsMask = 0; 284 m_items[item.ItemID].PermsGranter = UUID.Zero;
276 m_items[item.ItemID].PermsGranter = UUID.Zero; 285 m_items.LockItemsForWrite(false);
277 }
278
279 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 286 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
280 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 287 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
281 m_part.ParentGroup.AddActiveScriptCount(1); 288 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -283,36 +290,31 @@ namespace OpenSim.Region.Framework.Scenes
283 return; 290 return;
284 } 291 }
285 292
286 m_part.ParentGroup.Scene.AssetService.Get( 293 m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset)
287 item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset) 294 {
288 { 295 if (null == asset)
289 if (null == asset) 296 {
290 { 297 m_log.ErrorFormat(
291 m_log.ErrorFormat( 298 "[PRIM INVENTORY]: " +
292 "[PRIM INVENTORY]: " + 299 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
293 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 300 item.Name, item.ItemID, m_part.AbsolutePosition,
294 item.Name, item.ItemID, m_part.AbsolutePosition, 301 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
295 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID); 302 }
296 } 303 else
297 else 304 {
298 { 305 if (m_part.ParentGroup.m_savedScriptState != null)
299 if (m_part.ParentGroup.m_savedScriptState != null) 306 RestoreSavedScriptState(item.OldItemID, item.ItemID);
300 RestoreSavedScriptState(item.OldItemID, item.ItemID); 307 m_items.LockItemsForWrite(true);
301 308 m_items[item.ItemID].PermsMask = 0;
302 lock (m_items) 309 m_items[item.ItemID].PermsGranter = UUID.Zero;
303 { 310 m_items.LockItemsForWrite(false);
304 m_items[item.ItemID].PermsMask = 0; 311 string script = Utils.BytesToString(asset.Data);
305 m_items[item.ItemID].PermsGranter = UUID.Zero; 312 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
306 } 313 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
307 314 m_part.ParentGroup.AddActiveScriptCount(1);
308 string script = Utils.BytesToString(asset.Data); 315 m_part.ScheduleFullUpdate();
309 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 316 }
310 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 317 });
311 m_part.ParentGroup.AddActiveScriptCount(1);
312 m_part.ScheduleFullUpdate();
313 }
314 }
315 );
316 } 318 }
317 } 319 }
318 320
@@ -379,14 +381,17 @@ namespace OpenSim.Region.Framework.Scenes
379 /// </param> 381 /// </param>
380 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 382 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
381 { 383 {
382 lock (m_items) 384 m_items.LockItemsForRead(true);
385 if (m_items.ContainsKey(itemId))
383 { 386 {
384 if (m_items.ContainsKey(itemId)) 387 if (m_items.ContainsKey(itemId))
385 { 388 {
389 m_items.LockItemsForRead(false);
386 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 390 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
387 } 391 }
388 else 392 else
389 { 393 {
394 m_items.LockItemsForRead(false);
390 m_log.ErrorFormat( 395 m_log.ErrorFormat(
391 "[PRIM INVENTORY]: " + 396 "[PRIM INVENTORY]: " +
392 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 397 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -394,6 +399,15 @@ namespace OpenSim.Region.Framework.Scenes
394 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 399 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
395 } 400 }
396 } 401 }
402 else
403 {
404 m_items.LockItemsForRead(false);
405 m_log.ErrorFormat(
406 "[PRIM INVENTORY]: " +
407 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
408 itemId, m_part.Name, m_part.UUID);
409 }
410
397 } 411 }
398 412
399 /// <summary> 413 /// <summary>
@@ -406,15 +420,7 @@ namespace OpenSim.Region.Framework.Scenes
406 /// </param> 420 /// </param>
407 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 421 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
408 { 422 {
409 bool scriptPresent = false; 423 if (m_items.ContainsKey(itemId))
410
411 lock (m_items)
412 {
413 if (m_items.ContainsKey(itemId))
414 scriptPresent = true;
415 }
416
417 if (scriptPresent)
418 { 424 {
419 if (!sceneObjectBeingDeleted) 425 if (!sceneObjectBeingDeleted)
420 m_part.RemoveScriptEvents(itemId); 426 m_part.RemoveScriptEvents(itemId);
@@ -440,11 +446,16 @@ namespace OpenSim.Region.Framework.Scenes
440 /// <returns></returns> 446 /// <returns></returns>
441 private bool InventoryContainsName(string name) 447 private bool InventoryContainsName(string name)
442 { 448 {
443 foreach (TaskInventoryItem item in Items.Values) 449 m_items.LockItemsForRead(true);
450 foreach (TaskInventoryItem item in m_items.Values)
444 { 451 {
445 if (item.Name == name) 452 if (item.Name == name)
453 {
454 m_items.LockItemsForRead(false);
446 return true; 455 return true;
456 }
447 } 457 }
458 m_items.LockItemsForRead(false);
448 return false; 459 return false;
449 } 460 }
450 461
@@ -486,13 +497,9 @@ namespace OpenSim.Region.Framework.Scenes
486 /// <param name="item"></param> 497 /// <param name="item"></param>
487 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 498 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
488 { 499 {
489 List<TaskInventoryItem> il; 500 m_items.LockItemsForRead(true);
490 501 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
491 lock (m_items) 502 m_items.LockItemsForRead(false);
492 {
493 il = new List<TaskInventoryItem>(m_items.Values);
494 }
495
496 foreach (TaskInventoryItem i in il) 503 foreach (TaskInventoryItem i in il)
497 { 504 {
498 if (i.Name == item.Name) 505 if (i.Name == item.Name)
@@ -529,15 +536,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.ParentPartID = m_part.UUID; 536 item.ParentPartID = m_part.UUID;
530 item.Name = name; 537 item.Name = name;
531 538
532 lock (m_items) 539 m_items.LockItemsForWrite(true);
533 { 540 m_items.Add(item.ItemID, item);
534 m_items.Add(item.ItemID, item); 541 m_items.LockItemsForWrite(false);
535
536 if (allowedDrop) 542 if (allowedDrop)
537 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 543 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
538 else 544 else
539 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 545 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
540 } 546
541 547
542 m_inventorySerial++; 548 m_inventorySerial++;
543 //m_inventorySerial += 2; 549 //m_inventorySerial += 2;
@@ -554,14 +560,13 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 560 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 561 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 562 {
557 lock (m_items) 563 m_items.LockItemsForWrite(true);
564 foreach (TaskInventoryItem item in items)
558 { 565 {
559 foreach (TaskInventoryItem item in items) 566 m_items.Add(item.ItemID, item);
560 { 567 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 } 568 }
569 m_items.LockItemsForWrite(false);
565 570
566 m_inventorySerial++; 571 m_inventorySerial++;
567 } 572 }
@@ -574,10 +579,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 579 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 580 {
576 TaskInventoryItem item; 581 TaskInventoryItem item;
577 582 m_items.LockItemsForRead(true);
578 lock (m_items) 583 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 584 m_items.LockItemsForRead(false);
580
581 return item; 585 return item;
582 } 586 }
583 587
@@ -613,46 +617,46 @@ namespace OpenSim.Region.Framework.Scenes
613 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 617 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
614 public bool UpdateInventoryItem(TaskInventoryItem item) 618 public bool UpdateInventoryItem(TaskInventoryItem item)
615 { 619 {
616 lock (m_items) 620 m_items.LockItemsForWrite(true);
621
622 if (m_items.ContainsKey(item.ItemID))
617 { 623 {
618 if (m_items.ContainsKey(item.ItemID)) 624 item.ParentID = m_part.UUID;
625 item.ParentPartID = m_part.UUID;
626 item.Flags = m_items[item.ItemID].Flags;
627 if (item.AssetID == UUID.Zero)
619 { 628 {
620 item.ParentID = m_part.UUID; 629 item.AssetID = m_items[item.ItemID].AssetID;
621 item.ParentPartID = m_part.UUID; 630 }
622 item.Flags = m_items[item.ItemID].Flags; 631 else if ((InventoryType)item.Type == InventoryType.Notecard)
623 if (item.AssetID == UUID.Zero) 632 {
624 { 633 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
625 item.AssetID = m_items[item.ItemID].AssetID;
626 }
627 else if ((InventoryType)item.Type == InventoryType.Notecard)
628 {
629 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
630 634
631 if (presence != null) 635 if (presence != null)
632 { 636 {
633 presence.ControllingClient.SendAgentAlertMessage( 637 presence.ControllingClient.SendAgentAlertMessage(
634 "Notecard saved", false); 638 "Notecard saved", false);
635 }
636 } 639 }
640 }
637 641
638 m_items[item.ItemID] = item; 642 m_items[item.ItemID] = item;
639 m_inventorySerial++; 643 m_inventorySerial++;
640 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 644 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
641
642 HasInventoryChanged = true;
643 m_part.ParentGroup.HasGroupChanged = true;
644 645
645 return true; 646 HasInventoryChanged = true;
646 } 647 m_part.ParentGroup.HasGroupChanged = true;
647 else 648 m_items.LockItemsForWrite(false);
648 { 649 return true;
649 m_log.ErrorFormat( 650 }
650 "[PRIM INVENTORY]: " + 651 else
651 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 652 {
652 item.ItemID, m_part.Name, m_part.UUID, 653 m_log.ErrorFormat(
653 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 654 "[PRIM INVENTORY]: " +
654 } 655 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
656 item.ItemID, m_part.Name, m_part.UUID,
657 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
655 } 658 }
659 m_items.LockItemsForWrite(false);
656 660
657 return false; 661 return false;
658 } 662 }
@@ -665,53 +669,54 @@ namespace OpenSim.Region.Framework.Scenes
665 /// in this prim's inventory.</returns> 669 /// in this prim's inventory.</returns>
666 public int RemoveInventoryItem(UUID itemID) 670 public int RemoveInventoryItem(UUID itemID)
667 { 671 {
668 lock (m_items) 672 m_items.LockItemsForRead(true);
673
674 if (m_items.ContainsKey(itemID))
669 { 675 {
670 if (m_items.ContainsKey(itemID)) 676 int type = m_items[itemID].InvType;
677 m_items.LockItemsForRead(false);
678 if (type == 10) // Script
671 { 679 {
672 int type = m_items[itemID].InvType; 680 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
673 if (type == 10) // Script 681 }
674 { 682 m_items.LockItemsForWrite(true);
675 m_part.RemoveScriptEvents(itemID); 683 m_items.Remove(itemID);
676 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 684 m_items.LockItemsForWrite(false);
677 } 685 m_inventorySerial++;
678 m_items.Remove(itemID); 686 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679 m_inventorySerial++;
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true;
684 687
685 int scriptcount = 0; 688 HasInventoryChanged = true;
686 lock (m_items) 689 m_part.ParentGroup.HasGroupChanged = true;
687 {
688 foreach (TaskInventoryItem item in m_items.Values)
689 {
690 if (item.Type == 10)
691 {
692 scriptcount++;
693 }
694 }
695 }
696 690
697 if (scriptcount <= 0) 691 int scriptcount = 0;
692 m_items.LockItemsForRead(true);
693 foreach (TaskInventoryItem item in m_items.Values)
694 {
695 if (item.Type == 10)
698 { 696 {
699 m_part.RemFlag(PrimFlags.Scripted); 697 scriptcount++;
700 } 698 }
701
702 m_part.ScheduleFullUpdate();
703
704 return type;
705 } 699 }
706 else 700 m_items.LockItemsForRead(false);
701
702
703 if (scriptcount <= 0)
707 { 704 {
708 m_log.ErrorFormat( 705 m_part.RemFlag(PrimFlags.Scripted);
709 "[PRIM INVENTORY]: " +
710 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
711 itemID, m_part.Name, m_part.UUID,
712 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
713 } 706 }
707
708 m_part.ScheduleFullUpdate();
709
710 return type;
711 }
712 else
713 {
714 m_log.ErrorFormat(
715 "[PRIM INVENTORY]: " +
716 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
717 itemID, m_part.Name, m_part.UUID);
714 } 718 }
719 m_items.LockItemsForWrite(false);
715 720
716 return -1; 721 return -1;
717 } 722 }
@@ -764,52 +769,53 @@ namespace OpenSim.Region.Framework.Scenes
764 // isn't available (such as drag from prim inventory to agent inventory) 769 // isn't available (such as drag from prim inventory to agent inventory)
765 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 770 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
766 771
767 lock (m_items) 772 m_items.LockItemsForRead(true);
773
774 foreach (TaskInventoryItem item in m_items.Values)
768 { 775 {
769 foreach (TaskInventoryItem item in m_items.Values) 776 UUID ownerID = item.OwnerID;
770 { 777 uint everyoneMask = 0;
771 UUID ownerID = item.OwnerID; 778 uint baseMask = item.BasePermissions;
772 uint everyoneMask = 0; 779 uint ownerMask = item.CurrentPermissions;
773 uint baseMask = item.BasePermissions;
774 uint ownerMask = item.CurrentPermissions;
775 780
776 invString.AddItemStart(); 781 invString.AddItemStart();
777 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 782 invString.AddNameValueLine("item_id", item.ItemID.ToString());
778 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 783 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
779 784
780 invString.AddPermissionsStart(); 785 invString.AddPermissionsStart();
781 786
782 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 787 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
783 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 788 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
784 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 789 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
785 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 790 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
786 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 791 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
787 792
788 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 793 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
789 invString.AddNameValueLine("owner_id", ownerID.ToString()); 794 invString.AddNameValueLine("owner_id", ownerID.ToString());
790 795
791 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 796 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
792 797
793 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 798 invString.AddNameValueLine("group_id", item.GroupID.ToString());
794 invString.AddSectionEnd(); 799 invString.AddSectionEnd();
795 800
796 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 801 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
797 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 802 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
798 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 803 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
799 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 804 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
800 805
801 invString.AddSaleStart(); 806 invString.AddSaleStart();
802 invString.AddNameValueLine("sale_type", "not"); 807 invString.AddNameValueLine("sale_type", "not");
803 invString.AddNameValueLine("sale_price", "0"); 808 invString.AddNameValueLine("sale_price", "0");
804 invString.AddSectionEnd(); 809 invString.AddSectionEnd();
805 810
806 invString.AddNameValueLine("name", item.Name + "|"); 811 invString.AddNameValueLine("name", item.Name + "|");
807 invString.AddNameValueLine("desc", item.Description + "|"); 812 invString.AddNameValueLine("desc", item.Description + "|");
808 813
809 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 814 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
810 invString.AddSectionEnd(); 815 invString.AddSectionEnd();
811 }
812 } 816 }
817 int count = m_items.Count;
818 m_items.LockItemsForRead(false);
813 819
814 fileData = Utils.StringToBytes(invString.BuildString); 820 fileData = Utils.StringToBytes(invString.BuildString);
815 821
@@ -830,10 +836,9 @@ namespace OpenSim.Region.Framework.Scenes
830 { 836 {
831 if (HasInventoryChanged) 837 if (HasInventoryChanged)
832 { 838 {
833 lock (Items) 839 Items.LockItemsForRead(true);
834 { 840 datastore.StorePrimInventory(m_part.UUID, Items.Values);
835 datastore.StorePrimInventory(m_part.UUID, Items.Values); 841 Items.LockItemsForRead(false);
836 }
837 842
838 HasInventoryChanged = false; 843 HasInventoryChanged = false;
839 } 844 }
@@ -902,61 +907,54 @@ namespace OpenSim.Region.Framework.Scenes
902 { 907 {
903 uint mask=0x7fffffff; 908 uint mask=0x7fffffff;
904 909
905 lock (m_items) 910 foreach (TaskInventoryItem item in m_items.Values)
906 { 911 {
907 foreach (TaskInventoryItem item in m_items.Values) 912 if (item.InvType != (int)InventoryType.Object)
908 { 913 {
909 if (item.InvType != (int)InventoryType.Object) 914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
910 { 915 mask &= ~((uint)PermissionMask.Copy >> 13);
911 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 916 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
912 mask &= ~((uint)PermissionMask.Copy >> 13); 917 mask &= ~((uint)PermissionMask.Transfer >> 13);
913 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 918 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
914 mask &= ~((uint)PermissionMask.Transfer >> 13); 919 mask &= ~((uint)PermissionMask.Modify >> 13);
915 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 920 }
916 mask &= ~((uint)PermissionMask.Modify >> 13); 921 else
917 } 922 {
918 else 923 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
919 { 924 mask &= ~((uint)PermissionMask.Copy >> 13);
920 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 925 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
921 mask &= ~((uint)PermissionMask.Copy >> 13); 926 mask &= ~((uint)PermissionMask.Transfer >> 13);
922 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 927 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
923 mask &= ~((uint)PermissionMask.Transfer >> 13); 928 mask &= ~((uint)PermissionMask.Modify >> 13);
924 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
925 mask &= ~((uint)PermissionMask.Modify >> 13);
926 }
927
928 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
929 mask &= ~(uint)PermissionMask.Copy;
930 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
931 mask &= ~(uint)PermissionMask.Transfer;
932 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
933 mask &= ~(uint)PermissionMask.Modify;
934 } 929 }
930
931 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
932 mask &= ~(uint)PermissionMask.Copy;
933 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
934 mask &= ~(uint)PermissionMask.Transfer;
935 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
936 mask &= ~(uint)PermissionMask.Modify;
935 } 937 }
936
937 return mask; 938 return mask;
938 } 939 }
939 940
940 public void ApplyNextOwnerPermissions() 941 public void ApplyNextOwnerPermissions()
941 { 942 {
942 lock (m_items) 943 foreach (TaskInventoryItem item in m_items.Values)
943 { 944 {
944 foreach (TaskInventoryItem item in m_items.Values) 945 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
945 { 946 {
946 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 947 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
947 { 948 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
948 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 949 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
949 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 950 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
950 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 951 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
951 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 952 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
952 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 953 item.CurrentPermissions |= 8;
953 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
954 item.CurrentPermissions |= 8;
955 }
956 item.CurrentPermissions &= item.NextPermissions;
957 item.BasePermissions &= item.NextPermissions;
958 item.EveryonePermissions &= item.NextPermissions;
959 } 954 }
955 item.CurrentPermissions &= item.NextPermissions;
956 item.BasePermissions &= item.NextPermissions;
957 item.EveryonePermissions &= item.NextPermissions;
960 } 958 }
961 959
962 m_part.TriggerScriptChangedEvent(Changed.OWNER); 960 m_part.TriggerScriptChangedEvent(Changed.OWNER);
@@ -964,29 +962,22 @@ namespace OpenSim.Region.Framework.Scenes
964 962
965 public void ApplyGodPermissions(uint perms) 963 public void ApplyGodPermissions(uint perms)
966 { 964 {
967 lock (m_items) 965 foreach (TaskInventoryItem item in m_items.Values)
968 { 966 {
969 foreach (TaskInventoryItem item in m_items.Values) 967 item.CurrentPermissions = perms;
970 { 968 item.BasePermissions = perms;
971 item.CurrentPermissions = perms;
972 item.BasePermissions = perms;
973 }
974 } 969 }
975 } 970 }
976 971
977 public bool ContainsScripts() 972 public bool ContainsScripts()
978 { 973 {
979 lock (m_items) 974 foreach (TaskInventoryItem item in m_items.Values)
980 { 975 {
981 foreach (TaskInventoryItem item in m_items.Values) 976 if (item.InvType == (int)InventoryType.LSL)
982 { 977 {
983 if (item.InvType == (int)InventoryType.LSL) 978 return true;
984 {
985 return true;
986 }
987 } 979 }
988 } 980 }
989
990 return false; 981 return false;
991 } 982 }
992 983
@@ -994,11 +985,8 @@ namespace OpenSim.Region.Framework.Scenes
994 { 985 {
995 List<UUID> ret = new List<UUID>(); 986 List<UUID> ret = new List<UUID>();
996 987
997 lock (m_items) 988 foreach (TaskInventoryItem item in m_items.Values)
998 { 989 ret.Add(item.ItemID);
999 foreach (TaskInventoryItem item in m_items.Values)
1000 ret.Add(item.ItemID);
1001 }
1002 990
1003 return ret; 991 return ret;
1004 } 992 }
@@ -1011,30 +999,26 @@ namespace OpenSim.Region.Framework.Scenes
1011 if (engines == null) // No engine at all 999 if (engines == null) // No engine at all
1012 return ret; 1000 return ret;
1013 1001
1014 lock (m_items) 1002 foreach (TaskInventoryItem item in m_items.Values)
1015 { 1003 {
1016 foreach (TaskInventoryItem item in m_items.Values) 1004 if (item.InvType == (int)InventoryType.LSL)
1017 { 1005 {
1018 if (item.InvType == (int)InventoryType.LSL) 1006 foreach (IScriptModule e in engines)
1019 { 1007 {
1020 foreach (IScriptModule e in engines) 1008 if (e != null)
1021 { 1009 {
1022 if (e != null) 1010 string n = e.GetXMLState(item.ItemID);
1011 if (n != String.Empty)
1023 { 1012 {
1024 string n = e.GetXMLState(item.ItemID); 1013 if (!ret.ContainsKey(item.ItemID))
1025 if (n != String.Empty) 1014 ret[item.ItemID] = n;
1026 { 1015 break;
1027 if (!ret.ContainsKey(item.ItemID))
1028 ret[item.ItemID] = n;
1029 break;
1030 }
1031 } 1016 }
1032 } 1017 }
1033 } 1018 }
1034 } 1019 }
1035 } 1020 }
1036
1037 return ret; 1021 return ret;
1038 } 1022 }
1039 } 1023 }
1040} \ No newline at end of file 1024}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4973663..123d6f3 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
@@ -123,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
126 128
127 private Vector3 m_lastPosition; 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -134,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
134 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
135 private uint m_requestedSitTargetID; 140 private uint m_requestedSitTargetID;
136 private UUID m_requestedSitTargetUUID; 141 private UUID m_requestedSitTargetUUID;
137 public bool SitGround = false;
138 142
139 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 143 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
140 144
@@ -156,7 +160,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 160 private int m_perfMonMS;
157 161
158 private bool m_setAlwaysRun; 162 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 163 private bool m_forceFly;
161 private bool m_flyDisabled; 164 private bool m_flyDisabled;
162 165
@@ -182,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
182 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
183 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
184 187
185 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
186 190
187 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
188 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -207,6 +211,7 @@ namespace OpenSim.Region.Framework.Scenes
207 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
208 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
209 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
210 215
211 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
212 217
@@ -217,6 +222,9 @@ namespace OpenSim.Region.Framework.Scenes
217 private bool m_followCamAuto; 222 private bool m_followCamAuto;
218 223
219 private int m_movementUpdateCount; 224 private int m_movementUpdateCount;
225 private int m_lastColCount = -1; //KF: Look for Collision chnages
226 private int m_updateCount = 0; //KF: Update Anims for a while
227 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
220 228
221 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
222 230
@@ -245,7 +253,9 @@ namespace OpenSim.Region.Framework.Scenes
245 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
246 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
247 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
248 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 256 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
257 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
258 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 259 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
250 } 260 }
251 261
@@ -680,10 +690,7 @@ namespace OpenSim.Region.Framework.Scenes
680 m_reprioritization_timer.AutoReset = false; 690 m_reprioritization_timer.AutoReset = false;
681 691
682 AdjustKnownSeeds(); 692 AdjustKnownSeeds();
683
684 // TODO: I think, this won't send anything, as we are still a child here...
685 Animator.TrySetMovementAnimation("STAND"); 693 Animator.TrySetMovementAnimation("STAND");
686
687 // we created a new ScenePresence (a new child agent) in a fresh region. 694 // we created a new ScenePresence (a new child agent) in a fresh region.
688 // Request info about all the (root) agents in this region 695 // Request info about all the (root) agents in this region
689 // Note: This won't send data *to* other clients in that region (children don't send) 696 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -739,25 +746,47 @@ namespace OpenSim.Region.Framework.Scenes
739 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 746 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
740 Dir_Vectors[4] = Vector3.UnitZ; //UP 747 Dir_Vectors[4] = Vector3.UnitZ; //UP
741 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 748 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
742 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 749 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
743 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 750 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
744 Dir_Vectors[7] = -Vector3.UnitX; //BACK 751 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
752 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
753 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
745 } 754 }
746 755
747 private Vector3[] GetWalkDirectionVectors() 756 private Vector3[] GetWalkDirectionVectors()
748 { 757 {
749 Vector3[] vector = new Vector3[9]; 758 Vector3[] vector = new Vector3[11];
750 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 759 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
751 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 760 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
752 vector[2] = Vector3.UnitY; //LEFT 761 vector[2] = Vector3.UnitY; //LEFT
753 vector[3] = -Vector3.UnitY; //RIGHT 762 vector[3] = -Vector3.UnitY; //RIGHT
754 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 763 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
755 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 764 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
756 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 765 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
757 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 766 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
758 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 767 vector[8] = Vector3.UnitY; //LEFT_NUDGE
768 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
769 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
759 return vector; 770 return vector;
760 } 771 }
772
773 private bool[] GetDirectionIsNudge()
774 {
775 bool[] isNudge = new bool[11];
776 isNudge[0] = false; //FORWARD
777 isNudge[1] = false; //BACK
778 isNudge[2] = false; //LEFT
779 isNudge[3] = false; //RIGHT
780 isNudge[4] = false; //UP
781 isNudge[5] = false; //DOWN
782 isNudge[6] = true; //FORWARD_NUDGE
783 isNudge[7] = true; //BACK_NUDGE
784 isNudge[8] = true; //LEFT_NUDGE
785 isNudge[9] = true; //RIGHT_NUDGE
786 isNudge[10] = true; //DOWN_Nudge
787 return isNudge;
788 }
789
761 790
762 #endregion 791 #endregion
763 792
@@ -826,9 +855,24 @@ namespace OpenSim.Region.Framework.Scenes
826 { 855 {
827 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 856 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
828 pos.Y = crossedBorder.BorderLine.Z - 1; 857 pos.Y = crossedBorder.BorderLine.Z - 1;
858 }
859
860 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
861 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
862 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
863 if (KnownChildRegionHandles.Count == 0)
864 {
865 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
866 if (land != null)
867 {
868 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
869 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
870 {
871 pos = land.LandData.UserLocation;
872 }
873 }
829 } 874 }
830 875
831
832 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 876 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
833 { 877 {
834 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 878 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
@@ -988,9 +1032,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public void Teleport(Vector3 pos) 1032 public void Teleport(Vector3 pos)
989 { 1033 {
990 bool isFlying = false; 1034 bool isFlying = false;
991 if (m_physicsActor != null)
992 isFlying = m_physicsActor.Flying;
993 1035
1036 if (m_physicsActor != null)
1037 isFlying = m_physicsActor.Flying;
1038
994 RemoveFromPhysicalScene(); 1039 RemoveFromPhysicalScene();
995 Velocity = Vector3.Zero; 1040 Velocity = Vector3.Zero;
996 AbsolutePosition = pos; 1041 AbsolutePosition = pos;
@@ -1001,7 +1046,8 @@ namespace OpenSim.Region.Framework.Scenes
1001 SetHeight(m_appearance.AvatarHeight); 1046 SetHeight(m_appearance.AvatarHeight);
1002 } 1047 }
1003 1048
1004 SendTerseUpdateToAllClients(); 1049 SendTerseUpdateToAllClients();
1050
1005 } 1051 }
1006 1052
1007 public void TeleportWithMomentum(Vector3 pos) 1053 public void TeleportWithMomentum(Vector3 pos)
@@ -1046,7 +1092,9 @@ namespace OpenSim.Region.Framework.Scenes
1046 { 1092 {
1047 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1093 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1048 } 1094 }
1049 1095
1096 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1097
1050 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1098 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1051 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1099 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1052 } 1100 }
@@ -1280,7 +1328,6 @@ namespace OpenSim.Region.Framework.Scenes
1280 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1328 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1281 } 1329 }
1282 } 1330 }
1283
1284 lock (scriptedcontrols) 1331 lock (scriptedcontrols)
1285 { 1332 {
1286 if (scriptedcontrols.Count > 0) 1333 if (scriptedcontrols.Count > 0)
@@ -1295,12 +1342,8 @@ namespace OpenSim.Region.Framework.Scenes
1295 1342
1296 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1343 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1297 { 1344 {
1298 // TODO: This doesn't prevent the user from walking yet. 1345 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1299 // Setting parent ID would fix this, if we knew what value 1346 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1300 // to use. Or we could add a m_isSitting variable.
1301 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1302 SitGround = true;
1303
1304 } 1347 }
1305 1348
1306 // In the future, these values might need to go global. 1349 // In the future, these values might need to go global.
@@ -1350,6 +1393,11 @@ namespace OpenSim.Region.Framework.Scenes
1350 update_rotation = true; 1393 update_rotation = true;
1351 } 1394 }
1352 1395
1396 //guilty until proven innocent..
1397 bool Nudging = true;
1398 //Basically, if there is at least one non-nudge control then we don't need
1399 //to worry about stopping the avatar
1400
1353 if (m_parentID == 0) 1401 if (m_parentID == 0)
1354 { 1402 {
1355 bool bAllowUpdateMoveToPosition = false; 1403 bool bAllowUpdateMoveToPosition = false;
@@ -1364,9 +1412,12 @@ namespace OpenSim.Region.Framework.Scenes
1364 else 1412 else
1365 dirVectors = Dir_Vectors; 1413 dirVectors = Dir_Vectors;
1366 1414
1367 // The fact that m_movementflag is a byte needs to be fixed 1415 bool[] isNudge = GetDirectionIsNudge();
1368 // it really should be a uint 1416
1369 uint nudgehack = 250; 1417
1418
1419
1420
1370 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1421 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1371 { 1422 {
1372 if (((uint)flags & (uint)DCF) != 0) 1423 if (((uint)flags & (uint)DCF) != 0)
@@ -1376,40 +1427,28 @@ namespace OpenSim.Region.Framework.Scenes
1376 try 1427 try
1377 { 1428 {
1378 agent_control_v3 += dirVectors[i]; 1429 agent_control_v3 += dirVectors[i];
1379 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1430 if (isNudge[i] == false)
1431 {
1432 Nudging = false;
1433 }
1380 } 1434 }
1381 catch (IndexOutOfRangeException) 1435 catch (IndexOutOfRangeException)
1382 { 1436 {
1383 // Why did I get this? 1437 // Why did I get this?
1384 } 1438 }
1385 1439
1386 if ((m_movementflag & (byte)(uint)DCF) == 0) 1440 if ((m_movementflag & (uint)DCF) == 0)
1387 { 1441 {
1388 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1389 {
1390 m_movementflag |= (byte)nudgehack;
1391 }
1392 m_movementflag += (byte)(uint)DCF; 1442 m_movementflag += (byte)(uint)DCF;
1393 update_movementflag = true; 1443 update_movementflag = true;
1394 } 1444 }
1395 } 1445 }
1396 else 1446 else
1397 { 1447 {
1398 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1448 if ((m_movementflag & (uint)DCF) != 0)
1399 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1400 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1401 ) // This or is for Nudge forward
1402 { 1449 {
1403 m_movementflag -= ((byte)(uint)DCF); 1450 m_movementflag -= (byte)(uint)DCF;
1404
1405 update_movementflag = true; 1451 update_movementflag = true;
1406 /*
1407 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1408 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1409 {
1410 m_log.Debug("Removed Hack flag");
1411 }
1412 */
1413 } 1452 }
1414 else 1453 else
1415 { 1454 {
@@ -1453,6 +1492,9 @@ namespace OpenSim.Region.Framework.Scenes
1453 // Ignore z component of vector 1492 // Ignore z component of vector
1454 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1493 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1455 LocalVectorToTarget2D.Normalize(); 1494 LocalVectorToTarget2D.Normalize();
1495
1496 //We're not nudging
1497 Nudging = false;
1456 agent_control_v3 += LocalVectorToTarget2D; 1498 agent_control_v3 += LocalVectorToTarget2D;
1457 1499
1458 // update avatar movement flags. the avatar coordinate system is as follows: 1500 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1541,13 +1583,13 @@ namespace OpenSim.Region.Framework.Scenes
1541 // m_log.DebugFormat( 1583 // m_log.DebugFormat(
1542 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1584 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1543 1585
1544 AddNewMovement(agent_control_v3, q); 1586 AddNewMovement(agent_control_v3, q, Nudging);
1545 1587
1546 1588
1547 } 1589 }
1548 } 1590 }
1549 1591
1550 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1592 if (update_movementflag)
1551 Animator.UpdateMovementAnimations(); 1593 Animator.UpdateMovementAnimations();
1552 1594
1553 m_scene.EventManager.TriggerOnClientMovement(this); 1595 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1562,7 +1604,6 @@ namespace OpenSim.Region.Framework.Scenes
1562 m_sitAtAutoTarget = false; 1604 m_sitAtAutoTarget = false;
1563 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1605 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1564 //proxy.PCode = (byte)PCode.ParticleSystem; 1606 //proxy.PCode = (byte)PCode.ParticleSystem;
1565
1566 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1607 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1567 proxyObjectGroup.AttachToScene(m_scene); 1608 proxyObjectGroup.AttachToScene(m_scene);
1568 1609
@@ -1604,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes
1604 } 1645 }
1605 m_moveToPositionInProgress = true; 1646 m_moveToPositionInProgress = true;
1606 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1647 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1607 } 1648 }
1608 catch (Exception ex) 1649 catch (Exception ex)
1609 { 1650 {
1610 //Why did I get this error? 1651 //Why did I get this error?
@@ -1626,7 +1667,7 @@ namespace OpenSim.Region.Framework.Scenes
1626 Velocity = Vector3.Zero; 1667 Velocity = Vector3.Zero;
1627 SendFullUpdateToAllClients(); 1668 SendFullUpdateToAllClients();
1628 1669
1629 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1670 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1630 } 1671 }
1631 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1672 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1632 m_requestedSitTargetUUID = UUID.Zero; 1673 m_requestedSitTargetUUID = UUID.Zero;
@@ -1659,55 +1700,84 @@ namespace OpenSim.Region.Framework.Scenes
1659 /// </summary> 1700 /// </summary>
1660 public void StandUp() 1701 public void StandUp()
1661 { 1702 {
1662 if (SitGround)
1663 SitGround = false;
1664
1665 if (m_parentID != 0) 1703 if (m_parentID != 0)
1666 { 1704 {
1667 m_log.Debug("StandupCode Executed");
1668 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1705 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1669 if (part != null) 1706 if (part != null)
1670 { 1707 {
1708 part.TaskInventory.LockItemsForRead(true);
1671 TaskInventoryDictionary taskIDict = part.TaskInventory; 1709 TaskInventoryDictionary taskIDict = part.TaskInventory;
1672 if (taskIDict != null) 1710 if (taskIDict != null)
1673 { 1711 {
1674 lock (taskIDict) 1712 foreach (UUID taskID in taskIDict.Keys)
1675 { 1713 {
1676 foreach (UUID taskID in taskIDict.Keys) 1714 UnRegisterControlEventsToScript(LocalId, taskID);
1677 { 1715 taskIDict[taskID].PermsMask &= ~(
1678 UnRegisterControlEventsToScript(LocalId, taskID); 1716 2048 | //PERMISSION_CONTROL_CAMERA
1679 taskIDict[taskID].PermsMask &= ~( 1717 4); // PERMISSION_TAKE_CONTROLS
1680 2048 | //PERMISSION_CONTROL_CAMERA
1681 4); // PERMISSION_TAKE_CONTROLS
1682 }
1683 } 1718 }
1684
1685 } 1719 }
1720 part.TaskInventory.LockItemsForRead(false);
1686 // Reset sit target. 1721 // Reset sit target.
1687 if (part.GetAvatarOnSitTarget() == UUID) 1722 if (part.GetAvatarOnSitTarget() == UUID)
1688 part.SetAvatarOnSitTarget(UUID.Zero); 1723 part.SetAvatarOnSitTarget(UUID.Zero);
1689
1690 m_parentPosition = part.GetWorldPosition(); 1724 m_parentPosition = part.GetWorldPosition();
1691 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1725 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1692 } 1726 }
1693 1727 // part.GetWorldRotation() is the rotation of the object being sat on
1694 if (m_physicsActor == null) 1728 // Rotation is the sittiing Av's rotation
1695 { 1729
1696 AddToPhysicalScene(false); 1730 Quaternion partRot;
1731// if (part.LinkNum == 1)
1732// { // Root prim of linkset
1733// partRot = part.ParentGroup.RootPart.RotationOffset;
1734// }
1735// else
1736// { // single or child prim
1737
1738// }
1739 if (part == null) //CW: Part may be gone. llDie() for example.
1740 {
1741 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1742 }
1743 else
1744 {
1745 partRot = part.GetWorldRotation();
1697 } 1746 }
1698 1747
1699 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1748 Quaternion partIRot = Quaternion.Inverse(partRot);
1700 m_parentPosition = Vector3.Zero; 1749
1750 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1751 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1701 1752
1702 m_parentID = 0; 1753
1754 if (m_physicsActor == null)
1755 {
1756 AddToPhysicalScene(false);
1757 }
1758 //CW: If the part isn't null then we can set the current position
1759 if (part != null)
1760 {
1761 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1762 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1763 part.IsOccupied = false;
1764 }
1765 else
1766 {
1767 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1768 AbsolutePosition = m_lastWorldPosition;
1769 }
1770
1771 m_parentPosition = Vector3.Zero;
1772 m_parentID = 0;
1703 SendFullUpdateToAllClients(); 1773 SendFullUpdateToAllClients();
1704 m_requestedSitTargetID = 0; 1774 m_requestedSitTargetID = 0;
1775
1705 if ((m_physicsActor != null) && (m_avHeight > 0)) 1776 if ((m_physicsActor != null) && (m_avHeight > 0))
1706 { 1777 {
1707 SetHeight(m_avHeight); 1778 SetHeight(m_avHeight);
1708 } 1779 }
1709 } 1780 }
1710
1711 Animator.TrySetMovementAnimation("STAND"); 1781 Animator.TrySetMovementAnimation("STAND");
1712 } 1782 }
1713 1783
@@ -1738,13 +1808,9 @@ namespace OpenSim.Region.Framework.Scenes
1738 Vector3 avSitOffSet = part.SitTargetPosition; 1808 Vector3 avSitOffSet = part.SitTargetPosition;
1739 Quaternion avSitOrientation = part.SitTargetOrientation; 1809 Quaternion avSitOrientation = part.SitTargetOrientation;
1740 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1810 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1741 1811 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1742 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1812 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1743 bool SitTargetisSet = 1813 if (SitTargetisSet && !SitTargetOccupied)
1744 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1745 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1746
1747 if (SitTargetisSet && SitTargetUnOccupied)
1748 { 1814 {
1749 //switch the target to this prim 1815 //switch the target to this prim
1750 return part; 1816 return part;
@@ -1758,84 +1824,152 @@ namespace OpenSim.Region.Framework.Scenes
1758 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1824 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1759 { 1825 {
1760 bool autopilot = true; 1826 bool autopilot = true;
1827 Vector3 autopilotTarget = new Vector3();
1828 Quaternion sitOrientation = Quaternion.Identity;
1761 Vector3 pos = new Vector3(); 1829 Vector3 pos = new Vector3();
1762 Quaternion sitOrientation = pSitOrientation;
1763 Vector3 cameraEyeOffset = Vector3.Zero; 1830 Vector3 cameraEyeOffset = Vector3.Zero;
1764 Vector3 cameraAtOffset = Vector3.Zero; 1831 Vector3 cameraAtOffset = Vector3.Zero;
1765 bool forceMouselook = false; 1832 bool forceMouselook = false;
1766 1833
1767 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1834 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1768 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1835 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1769 if (part != null) 1836 if (part == null) return;
1770 { 1837
1771 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1838 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1772 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1839 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1773 1840
1774 // Is a sit target available? 1841 // part is the prim to sit on
1775 Vector3 avSitOffSet = part.SitTargetPosition; 1842 // offset is the world-ref vector distance from that prim center to the click-spot
1776 Quaternion avSitOrientation = part.SitTargetOrientation; 1843 // UUID is the UUID of the Avatar doing the clicking
1777 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1844
1778 1845 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1779 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1846
1780 bool SitTargetisSet = 1847 // Is a sit target available?
1781 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1848 Vector3 avSitOffSet = part.SitTargetPosition;
1782 ( 1849 Quaternion avSitOrientation = part.SitTargetOrientation;
1783 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1850
1784 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1851 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1785 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1852 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1786 ) 1853 Quaternion partRot;
1787 )); 1854// if (part.LinkNum == 1)
1788 1855// { // Root prim of linkset
1789 if (SitTargetisSet && SitTargetUnOccupied) 1856// partRot = part.ParentGroup.RootPart.RotationOffset;
1790 { 1857// }
1791 part.SetAvatarOnSitTarget(UUID); 1858// else
1792 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1859// { // single or child prim
1793 sitOrientation = avSitOrientation; 1860 partRot = part.GetWorldRotation();
1794 autopilot = false; 1861// }
1795 } 1862 Quaternion partIRot = Quaternion.Inverse(partRot);
1796 1863//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1797 pos = part.AbsolutePosition + offset; 1864 // Sit analysis rewritten by KF 091125
1798 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1865 if (SitTargetisSet) // scipted sit
1799 //{ 1866 {
1800 // offset = pos; 1867 if (!part.IsOccupied)
1801 //autopilot = false; 1868 {
1802 //} 1869//Console.WriteLine("Scripted, unoccupied");
1803 if (m_physicsActor != null) 1870 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1804 { 1871 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1805 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1872 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1806 // We can remove the physicsActor until they stand up. 1873 autopilot = false; // Jump direct to scripted llSitPos()
1807 m_sitAvatarHeight = m_physicsActor.Size.Z; 1874 }
1808 1875 else
1809 if (autopilot) 1876 {
1810 { 1877//Console.WriteLine("Scripted, occupied");
1811 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1878 return;
1812 { 1879 }
1813 autopilot = false; 1880 }
1881 else // Not Scripted
1882 {
1883 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1884 {
1885 // large prim & offset, ignore if other Avs sitting
1886// offset.Z -= 0.05f;
1887 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1888 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1889
1890//Console.WriteLine(" offset ={0}", offset);
1891//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1892//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1893
1894 }
1895 else // small offset
1896 {
1897//Console.WriteLine("Small offset");
1898 if (!part.IsOccupied)
1899 {
1900 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1901 autopilotTarget = part.AbsolutePosition;
1902 }
1903 else return; // occupied small
1904 } // end large/small
1905 } // end Scripted/not
1906 cameraAtOffset = part.GetCameraAtOffset();
1907 cameraEyeOffset = part.GetCameraEyeOffset();
1908 forceMouselook = part.GetForceMouselook();
1909 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1910 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1814 1911
1815 RemoveFromPhysicalScene(); 1912 if (m_physicsActor != null)
1816 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1913 {
1817 } 1914 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1818 } 1915 // We can remove the physicsActor until they stand up.
1819 else 1916 m_sitAvatarHeight = m_physicsActor.Size.Z;
1917 if (autopilot)
1918 { // its not a scripted sit
1919// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1920 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1820 { 1921 {
1922 autopilot = false; // close enough
1923 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1924 Not using the part's position because returning the AV to the last known standing
1925 position is likely to be more friendly, isn't it? */
1821 RemoveFromPhysicalScene(); 1926 RemoveFromPhysicalScene();
1822 } 1927 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1928 } // else the autopilot will get us close
1929 }
1930 else
1931 { // its a scripted sit
1932 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1933 I *am* using the part's position this time because we have no real idea how far away
1934 the avatar is from the sit target. */
1935 RemoveFromPhysicalScene();
1823 } 1936 }
1824
1825 cameraAtOffset = part.GetCameraAtOffset();
1826 cameraEyeOffset = part.GetCameraEyeOffset();
1827 forceMouselook = part.GetForceMouselook();
1828 } 1937 }
1829 1938 else return; // physactor is null!
1830 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1939
1831 m_requestedSitTargetUUID = targetID; 1940 Vector3 offsetr; // = offset * partIRot;
1941 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1942 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1943 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1944 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1945 offsetr = offset * partIRot;
1946//
1947 // else
1948 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1949 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1950 // (offset * partRot);
1951 // }
1952
1953//Console.WriteLine(" ");
1954//Console.WriteLine("link number ={0}", part.LinkNum);
1955//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1956//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1957//Console.WriteLine("Click offst ={0}", offset);
1958//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1959//Console.WriteLine("offsetr ={0}", offsetr);
1960//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1961//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1962
1963 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1964 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1832 // This calls HandleAgentSit twice, once from here, and the client calls 1965 // This calls HandleAgentSit twice, once from here, and the client calls
1833 // HandleAgentSit itself after it gets to the location 1966 // HandleAgentSit itself after it gets to the location
1834 // It doesn't get to the location until we've moved them there though 1967 // It doesn't get to the location until we've moved them there though
1835 // which happens in HandleAgentSit :P 1968 // which happens in HandleAgentSit :P
1836 m_autopilotMoving = autopilot; 1969 m_autopilotMoving = autopilot;
1837 m_autoPilotTarget = pos; 1970 m_autoPilotTarget = autopilotTarget;
1838 m_sitAtAutoTarget = autopilot; 1971 m_sitAtAutoTarget = autopilot;
1972 m_initialSitTarget = autopilotTarget;
1839 if (!autopilot) 1973 if (!autopilot)
1840 HandleAgentSit(remoteClient, UUID); 1974 HandleAgentSit(remoteClient, UUID);
1841 } 1975 }
@@ -2130,31 +2264,65 @@ namespace OpenSim.Region.Framework.Scenes
2130 { 2264 {
2131 if (part != null) 2265 if (part != null)
2132 { 2266 {
2267//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2133 if (part.GetAvatarOnSitTarget() == UUID) 2268 if (part.GetAvatarOnSitTarget() == UUID)
2134 { 2269 {
2270//Console.WriteLine("Scripted Sit");
2271 // Scripted sit
2135 Vector3 sitTargetPos = part.SitTargetPosition; 2272 Vector3 sitTargetPos = part.SitTargetPosition;
2136 Quaternion sitTargetOrient = part.SitTargetOrientation; 2273 Quaternion sitTargetOrient = part.SitTargetOrientation;
2137
2138 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2139 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2140
2141 //Quaternion result = (sitTargetOrient * vq) * nq;
2142
2143 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2274 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2144 m_pos += SIT_TARGET_ADJUSTMENT; 2275 m_pos += SIT_TARGET_ADJUSTMENT;
2145 m_bodyRot = sitTargetOrient; 2276 m_bodyRot = sitTargetOrient;
2146 //Rotation = sitTargetOrient;
2147 m_parentPosition = part.AbsolutePosition; 2277 m_parentPosition = part.AbsolutePosition;
2148 2278 part.IsOccupied = true;
2149 //SendTerseUpdateToAllClients();
2150 } 2279 }
2151 else 2280 else
2152 { 2281 {
2153 m_pos -= part.AbsolutePosition; 2282 // if m_avUnscriptedSitPos is zero then Av sits above center
2283 // Else Av sits at m_avUnscriptedSitPos
2284
2285 // Non-scripted sit by Kitto Flora 21Nov09
2286 // Calculate angle of line from prim to Av
2287 Quaternion partIRot;
2288// if (part.LinkNum == 1)
2289// { // Root prim of linkset
2290// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2291// }
2292// else
2293// { // single or child prim
2294 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2295// }
2296 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2297 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2298 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2299 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2300 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2301 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2302 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2303 // Av sits at world euler <0,0, z>, translated by part rotation
2304 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2305
2154 m_parentPosition = part.AbsolutePosition; 2306 m_parentPosition = part.AbsolutePosition;
2155 } 2307 part.IsOccupied = true;
2308 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2309 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2310 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2311 m_avUnscriptedSitPos; // adds click offset, if any
2312 //Set up raytrace to find top surface of prim
2313 Vector3 size = part.Scale;
2314 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2315 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2316 Vector3 down = new Vector3(0f, 0f, -1f);
2317//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2318 m_scene.PhysicsScene.RaycastWorld(
2319 start, // Vector3 position,
2320 down, // Vector3 direction,
2321 mag, // float length,
2322 SitAltitudeCallback); // retMethod
2323 } // end scripted/not
2156 } 2324 }
2157 else 2325 else // no Av
2158 { 2326 {
2159 return; 2327 return;
2160 } 2328 }
@@ -2166,11 +2334,36 @@ namespace OpenSim.Region.Framework.Scenes
2166 2334
2167 Animator.TrySetMovementAnimation(sitAnimation); 2335 Animator.TrySetMovementAnimation(sitAnimation);
2168 SendFullUpdateToAllClients(); 2336 SendFullUpdateToAllClients();
2169 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2170 // So we're also sending a terse update (which has avatar rotation)
2171 // [Update] We do now.
2172 //SendTerseUpdateToAllClients();
2173 } 2337 }
2338
2339 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2340 {
2341 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2342 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2343 if(hitYN)
2344 {
2345 // m_pos = Av offset from prim center to make look like on center
2346 // m_parentPosition = Actual center pos of prim
2347 // collisionPoint = spot on prim where we want to sit
2348 // collisionPoint.Z = global sit surface height
2349 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2350 Quaternion partIRot;
2351// if (part.LinkNum == 1)
2352/// { // Root prim of linkset
2353// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2354// }
2355// else
2356// { // single or child prim
2357 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2358// }
2359 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2360 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2361//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2362 m_pos += offset;
2363// ControllingClient.SendClearFollowCamProperties(part.UUID);
2364
2365 }
2366 } // End SitAltitudeCallback KF.
2174 2367
2175 /// <summary> 2368 /// <summary>
2176 /// Event handler for the 'Always run' setting on the client 2369 /// Event handler for the 'Always run' setting on the client
@@ -2200,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
2200 /// </summary> 2393 /// </summary>
2201 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2394 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2202 /// <param name="rotation">The direction in which this avatar should now face. 2395 /// <param name="rotation">The direction in which this avatar should now face.
2203 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2396 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2204 { 2397 {
2205 if (m_isChildAgent) 2398 if (m_isChildAgent)
2206 { 2399 {
@@ -2274,7 +2467,7 @@ namespace OpenSim.Region.Framework.Scenes
2274 2467
2275 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2468 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2276 m_forceToApply = direc; 2469 m_forceToApply = direc;
2277 2470 m_isNudging = Nudging;
2278 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2471 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2279 } 2472 }
2280 2473
@@ -2289,7 +2482,7 @@ namespace OpenSim.Region.Framework.Scenes
2289 const float POSITION_TOLERANCE = 0.05f; 2482 const float POSITION_TOLERANCE = 0.05f;
2290 //const int TIME_MS_TOLERANCE = 3000; 2483 //const int TIME_MS_TOLERANCE = 3000;
2291 2484
2292 SendPrimUpdates(); 2485
2293 2486
2294 if (m_newCoarseLocations) 2487 if (m_newCoarseLocations)
2295 { 2488 {
@@ -2325,6 +2518,9 @@ namespace OpenSim.Region.Framework.Scenes
2325 CheckForBorderCrossing(); 2518 CheckForBorderCrossing();
2326 CheckForSignificantMovement(); // sends update to the modules. 2519 CheckForSignificantMovement(); // sends update to the modules.
2327 } 2520 }
2521
2522 //Sending prim updates AFTER the avatar terse updates are sent
2523 SendPrimUpdates();
2328 } 2524 }
2329 2525
2330 #endregion 2526 #endregion
@@ -3225,14 +3421,25 @@ namespace OpenSim.Region.Framework.Scenes
3225 { 3421 {
3226 if (m_forceToApply.HasValue) 3422 if (m_forceToApply.HasValue)
3227 { 3423 {
3228 Vector3 force = m_forceToApply.Value;
3229 3424
3425 Vector3 force = m_forceToApply.Value;
3230 m_updateflag = true; 3426 m_updateflag = true;
3231// movementvector = force;
3232 Velocity = force; 3427 Velocity = force;
3233 3428
3234 m_forceToApply = null; 3429 m_forceToApply = null;
3235 } 3430 }
3431 else
3432 {
3433 if (m_isNudging)
3434 {
3435 Vector3 force = Vector3.Zero;
3436
3437 m_updateflag = true;
3438 Velocity = force;
3439 m_isNudging = false;
3440 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3441 }
3442 }
3236 } 3443 }
3237 3444
3238 public override void SetText(string text, Vector3 color, double alpha) 3445 public override void SetText(string text, Vector3 color, double alpha)
@@ -3283,18 +3490,29 @@ namespace OpenSim.Region.Framework.Scenes
3283 { 3490 {
3284 if (e == null) 3491 if (e == null)
3285 return; 3492 return;
3286 3493
3287 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3494 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3288 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3289 // as of this comment the interval is set in AddToPhysicalScene 3495 // as of this comment the interval is set in AddToPhysicalScene
3290 if (Animator!=null) 3496 if (Animator!=null)
3291 Animator.UpdateMovementAnimations(); 3497 {
3498 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3499 { // else its will lock out other animation changes, like ground sit.
3500 Animator.UpdateMovementAnimations();
3501 m_updateCount--;
3502 }
3503 }
3292 3504
3293 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3505 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3294 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3506 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3295 3507
3296 CollisionPlane = Vector4.UnitW; 3508 CollisionPlane = Vector4.UnitW;
3297 3509
3510 if (m_lastColCount != coldata.Count)
3511 {
3512 m_updateCount = UPDATE_COUNT;
3513 m_lastColCount = coldata.Count;
3514 }
3515
3298 if (coldata.Count != 0 && Animator != null) 3516 if (coldata.Count != 0 && Animator != null)
3299 { 3517 {
3300 switch (Animator.CurrentMovementAnimation) 3518 switch (Animator.CurrentMovementAnimation)
@@ -3931,5 +4149,16 @@ namespace OpenSim.Region.Framework.Scenes
3931 m_reprioritization_called = false; 4149 m_reprioritization_called = false;
3932 } 4150 }
3933 } 4151 }
4152
4153 private Vector3 Quat2Euler(Quaternion rot){
4154 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4155 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4156 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4157 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4158 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4159 return(new Vector3(x,y,z));
4160 }
4161
4162
3934 } 4163 }
3935} 4164}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index e4296ef..1cff0eb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
76 76
77 foreach (EntityBase e in m_presence.Scene.Entities) 77 foreach (EntityBase e in m_presence.Scene.Entities)
78 { 78 {
79 if (e is SceneObjectGroup) 79 if (e != null && e is SceneObjectGroup)
80 m_pendingObjects.Enqueue((SceneObjectGroup)e); 80 m_pendingObjects.Enqueue((SceneObjectGroup)e);
81 } 81 }
82 } 82 }
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 009dd37..85e3fb3 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -957,7 +957,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
957 // TODO 957 // TODO
958 } 958 }
959 959
960 public void SendGenericMessage(string method, List<string> message) 960 public void SendGenericMessage(string method, List<byte[]> message)
961 { 961 {
962 962
963 } 963 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index b331001..cf2076f 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -544,7 +544,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
544 544
545 } 545 }
546 546
547 public void SendGenericMessage(string method, List<string> message) 547 public void SendGenericMessage(string method, List<byte[]> message)
548 { 548 {
549 549
550 } 550 }
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
index 5e2eeeb..25bf297 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
@@ -184,7 +184,17 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
184 { 184 {
185 185
186 } 186 }
187
188 public override void VehicleFlagsSet(int flags)
189 {
190
191 }
192
193 public override void VehicleFlagsRemove(int flags)
194 {
187 195
196 }
197
188 public override void VehicleFlags(int param, bool remove) 198 public override void VehicleFlags(int param, bool remove)
189 { 199 {
190 200
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 6a54705..7d5c078 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -361,7 +361,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
361 { 361 {
362 362
363 } 363 }
364
365 public override void VehicleFlagsSet(int flags)
366 {
367
368 }
369
370 public override void VehicleFlagsRemove(int flags)
371 {
364 372
373 }
374
365 public override void VehicleFlags(int param, bool remove) 375 public override void VehicleFlags(int param, bool remove)
366 { 376 {
367 377
@@ -624,8 +634,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 634 {
625 set { return; } 635 set { return; }
626 } 636 }
627 637
628
629 public override Quaternion APIDTarget 638 public override Quaternion APIDTarget
630 { 639 {
631 set { return; } 640 set { return; }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
index 920ed96..1f3e031 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
@@ -396,7 +396,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
396 { 396 {
397 //TODO: 397 //TODO:
398 } 398 }
399
400 public override void VehicleFlagsSet(int flags)
401 {
402
403 }
404
405 public override void VehicleFlagsRemove(int flags)
406 {
399 407
408 }
409
400 public override void VehicleFlags(int param, bool remove) 410 public override void VehicleFlags(int param, bool remove)
401 { 411 {
402 412
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..273841b 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -997,6 +997,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin
997 997
998 } 998 }
999 999
1000 public override void VehicleFlagsSet(int flags)
1001 {
1002
1003 }
1004
1005 public override void VehicleFlagsRemove(int flags)
1006 {
1007 }
1008
1000 public override void VehicleFlags(int param, bool remove) 1009 public override void VehicleFlags(int param, bool remove)
1001 { 1010 {
1002 1011
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..6dadbe5
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1367 @@
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 VehicleFlags(int flags, bool remove)
738 {
739 }
740
741 public override void VehicleFlagsSet(int flags)
742 {
743
744 }
745
746 public override void VehicleFlagsRemove(int flags)
747 {
748
749 }
750
751 public override void SetVolumeDetect(int param)
752 {
753
754 }
755
756 public override Vector3 CenterOfMass
757 {
758 get { return Vector3.Zero; }
759 }
760
761 public override Vector3 GeometricCenter
762 {
763 get { return Vector3.Zero; }
764 }
765
766 public override PrimitiveBaseShape Shape
767 {
768 set { return; }
769 }
770
771 public override Vector3 Velocity
772 {
773 get {
774 // There's a problem with Vector3.Zero! Don't Use it Here!
775 if (_zeroFlag)
776 return Vector3.Zero;
777 m_lastUpdateSent = false;
778 return _velocity;
779 }
780 set
781 {
782 if (value.IsFinite())
783 {
784 m_pidControllerActive = true;
785 _target_velocity = value;
786 }
787 else
788 {
789 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
790 }
791 }
792 }
793
794 public override Vector3 Torque
795 {
796 get { return Vector3.Zero; }
797 set { return; }
798 }
799
800 public override float CollisionScore
801 {
802 get { return 0f; }
803 set { }
804 }
805
806 public override bool Kinematic
807 {
808 get { return false; }
809 set { }
810 }
811
812 public override Quaternion Orientation
813 {
814 get { return Quaternion.Identity; }
815 set {
816 //Matrix3 or = Orientation.ToRotationMatrix();
817 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
818 //d.BodySetRotation(Body, ref ord);
819 }
820 }
821
822 public override Vector3 Acceleration
823 {
824 get { return _acceleration; }
825 }
826
827 public void SetAcceleration(Vector3 accel)
828 {
829 m_pidControllerActive = true;
830 _acceleration = accel;
831 }
832
833 /// <summary>
834 /// Adds the force supplied to the Target Velocity
835 /// The PID controller takes this target velocity and tries to make it a reality
836 /// </summary>
837 /// <param name="force"></param>
838 public override void AddForce(Vector3 force, bool pushforce)
839 {
840 if (force.IsFinite())
841 {
842 if (pushforce)
843 {
844 m_pidControllerActive = false;
845 force *= 100f;
846 doForce(force);
847 // If uncommented, things get pushed off world
848 //
849 // m_log.Debug("Push!");
850 // _target_velocity.X += force.X;
851 // _target_velocity.Y += force.Y;
852 // _target_velocity.Z += force.Z;
853 }
854 else
855 {
856 m_pidControllerActive = true;
857 _target_velocity.X += force.X;
858 _target_velocity.Y += force.Y;
859 _target_velocity.Z += force.Z;
860 }
861 }
862 else
863 {
864 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
865 }
866 //m_lastUpdateSent = false;
867 }
868
869 public override void AddAngularForce(Vector3 force, bool pushforce)
870 {
871
872 }
873
874 /// <summary>
875 /// After all of the forces add up with 'add force' we apply them with doForce
876 /// </summary>
877 /// <param name="force"></param>
878 public void doForce(Vector3 force)
879 {
880 if (!collidelock)
881 {
882 d.BodyAddForce(Body, force.X, force.Y, force.Z);
883 //d.BodySetRotation(Body, ref m_StandUpRotation);
884 //standupStraight();
885
886 }
887 }
888
889 public override void SetMomentum(Vector3 momentum)
890 {
891 }
892
893
894 /// <summary>
895 /// Called from Simulate
896 /// This is the avatar's movement control + PID Controller
897 /// </summary>
898 /// <param name="timeStep"></param>
899 public void Move(float timeStep, List<OdeCharacter> defects)
900 {
901 // no lock; for now it's only called from within Simulate()
902
903 // If the PID Controller isn't active then we set our force
904 // calculating base velocity to the current position
905
906 if (Body == IntPtr.Zero)
907 return;
908
909 if (m_pidControllerActive == false)
910 {
911 _zeroPosition = d.BodyGetPosition(Body);
912 }
913 //PidStatus = true;
914
915 d.Vector3 localpos = d.BodyGetPosition(Body);
916 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
917
918 if (!localPos.IsFinite())
919 {
920
921 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
922 defects.Add(this);
923 // _parent_scene.RemoveCharacter(this);
924
925 // destroy avatar capsule and related ODE data
926 if (Amotor != IntPtr.Zero)
927 {
928 // Kill the Amotor
929 d.JointDestroy(Amotor);
930 Amotor = IntPtr.Zero;
931 }
932
933 //kill the Geometry
934 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
935
936 if (Body != IntPtr.Zero)
937 {
938 //kill the body
939 d.BodyDestroy(Body);
940
941 Body = IntPtr.Zero;
942 }
943
944 if (Shell != IntPtr.Zero)
945 {
946 d.GeomDestroy(Shell);
947 _parent_scene.geom_name_map.Remove(Shell);
948 Shell = IntPtr.Zero;
949 }
950
951 return;
952 }
953
954 Vector3 vec = Vector3.Zero;
955 d.Vector3 vel = d.BodyGetLinearVel(Body);
956
957 float movementdivisor = 1f;
958
959 if (!m_alwaysRun)
960 {
961 movementdivisor = walkDivisor;
962 }
963 else
964 {
965 movementdivisor = runDivisor;
966 }
967
968 // if velocity is zero, use position control; otherwise, velocity control
969 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
970 {
971 // keep track of where we stopped. No more slippin' & slidin'
972 if (!_zeroFlag)
973 {
974 _zeroFlag = true;
975 _zeroPosition = d.BodyGetPosition(Body);
976 }
977 if (m_pidControllerActive)
978 {
979 // We only want to deactivate the PID Controller if we think we want to have our surrogate
980 // react to the physics scene by moving it's position.
981 // Avatar to Avatar collisions
982 // Prim to avatar collisions
983
984 d.Vector3 pos = d.BodyGetPosition(Body);
985 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
986 vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
987 if (flying)
988 {
989 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
990 }
991 }
992 //PidStatus = true;
993 }
994 else
995 {
996 m_pidControllerActive = true;
997 _zeroFlag = false;
998 if (m_iscolliding && !flying)
999 {
1000 // We're standing on something
1001 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1002 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1003 }
1004 else if (m_iscolliding && flying)
1005 {
1006 // We're flying and colliding with something
1007 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1008 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1009 }
1010 else if (!m_iscolliding && flying)
1011 {
1012 // we're in mid air suspended
1013 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1014 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1015 }
1016
1017 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1018 {
1019 // We're colliding with something and we're not flying but we're moving
1020 // This means we're walking or running.
1021 d.Vector3 pos = d.BodyGetPosition(Body);
1022 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1023 if (_target_velocity.X > 0)
1024 {
1025 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1026 }
1027 if (_target_velocity.Y > 0)
1028 {
1029 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1030 }
1031 }
1032 else if (!m_iscolliding && !flying)
1033 {
1034 // we're not colliding and we're not flying so that means we're falling!
1035 // m_iscolliding includes collisions with the ground.
1036
1037 // d.Vector3 pos = d.BodyGetPosition(Body);
1038 if (_target_velocity.X > 0)
1039 {
1040 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1041 }
1042 if (_target_velocity.Y > 0)
1043 {
1044 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1045 }
1046 }
1047
1048 if (flying)
1049 {
1050 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1051 }
1052 }
1053 if (flying)
1054 {
1055 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1056
1057 //Added for auto fly height. Kitto Flora
1058 //d.Vector3 pos = d.BodyGetPosition(Body);
1059 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1060
1061 if (_position.Z < target_altitude)
1062 {
1063 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1064 }
1065 // end add Kitto Flora
1066 }
1067 if (vec.IsFinite())
1068 {
1069 doForce(vec);
1070 if (!_zeroFlag)
1071 {
1072 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1073 }
1074 }
1075 else
1076 {
1077 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1078 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1079 defects.Add(this);
1080 // _parent_scene.RemoveCharacter(this);
1081 // destroy avatar capsule and related ODE data
1082 if (Amotor != IntPtr.Zero)
1083 {
1084 // Kill the Amotor
1085 d.JointDestroy(Amotor);
1086 Amotor = IntPtr.Zero;
1087 }
1088 //kill the Geometry
1089 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1090
1091 if (Body != IntPtr.Zero)
1092 {
1093 //kill the body
1094 d.BodyDestroy(Body);
1095
1096 Body = IntPtr.Zero;
1097 }
1098
1099 if (Shell != IntPtr.Zero)
1100 {
1101 d.GeomDestroy(Shell);
1102 _parent_scene.geom_name_map.Remove(Shell);
1103 Shell = IntPtr.Zero;
1104 }
1105 }
1106 }
1107
1108 /// <summary>
1109 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1110 /// </summary>
1111 public void UpdatePositionAndVelocity()
1112 {
1113 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1114 d.Vector3 vec;
1115 try
1116 {
1117 vec = d.BodyGetPosition(Body);
1118 }
1119 catch (NullReferenceException)
1120 {
1121 bad = true;
1122 _parent_scene.BadCharacter(this);
1123 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1124 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1125 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1126 }
1127
1128
1129 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1130 if (vec.X < 0.0f) vec.X = 0.0f;
1131 if (vec.Y < 0.0f) vec.Y = 0.0f;
1132 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1133 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1134
1135 _position.X = vec.X;
1136 _position.Y = vec.Y;
1137 _position.Z = vec.Z;
1138
1139 // Did we move last? = zeroflag
1140 // This helps keep us from sliding all over
1141
1142 if (_zeroFlag)
1143 {
1144 _velocity.X = 0.0f;
1145 _velocity.Y = 0.0f;
1146 _velocity.Z = 0.0f;
1147
1148 // Did we send out the 'stopped' message?
1149 if (!m_lastUpdateSent)
1150 {
1151 m_lastUpdateSent = true;
1152 //base.RequestPhysicsterseUpdate();
1153
1154 }
1155 }
1156 else
1157 {
1158 m_lastUpdateSent = false;
1159 try
1160 {
1161 vec = d.BodyGetLinearVel(Body);
1162 }
1163 catch (NullReferenceException)
1164 {
1165 vec.X = _velocity.X;
1166 vec.Y = _velocity.Y;
1167 vec.Z = _velocity.Z;
1168 }
1169 _velocity.X = (vec.X);
1170 _velocity.Y = (vec.Y);
1171
1172 _velocity.Z = (vec.Z);
1173
1174 if (_velocity.Z < -6 && !m_hackSentFall)
1175 {
1176 m_hackSentFall = true;
1177 m_pidControllerActive = false;
1178 }
1179 else if (flying && !m_hackSentFly)
1180 {
1181 //m_hackSentFly = true;
1182 //base.SendCollisionUpdate(new CollisionEventUpdate());
1183 }
1184 else
1185 {
1186 m_hackSentFly = false;
1187 m_hackSentFall = false;
1188 }
1189 }
1190 }
1191
1192 /// <summary>
1193 /// Cleanup the things we use in the scene.
1194 /// </summary>
1195 public void Destroy()
1196 {
1197 m_tainted_isPhysical = false;
1198 _parent_scene.AddPhysicsActorTaint(this);
1199 }
1200
1201 public override void CrossingFailure()
1202 {
1203 }
1204
1205 public override Vector3 PIDTarget { set { return; } }
1206 public override bool PIDActive { set { return; } }
1207 public override float PIDTau { set { return; } }
1208
1209 public override float PIDHoverHeight { set { return; } }
1210 public override bool PIDHoverActive { set { return; } }
1211 public override PIDHoverType PIDHoverType { set { return; } }
1212 public override float PIDHoverTau { set { return; } }
1213
1214 public override Quaternion APIDTarget{ set { return; } }
1215
1216 public override bool APIDActive{ set { return; } }
1217
1218 public override float APIDStrength{ set { return; } }
1219
1220 public override float APIDDamping{ set { return; } }
1221
1222
1223 public override void SubscribeEvents(int ms)
1224 {
1225 m_requestedUpdateFrequency = ms;
1226 m_eventsubscription = ms;
1227 _parent_scene.addCollisionEventReporting(this);
1228 }
1229 public override void UnSubscribeEvents()
1230 {
1231 _parent_scene.remCollisionEventReporting(this);
1232 m_requestedUpdateFrequency = 0;
1233 m_eventsubscription = 0;
1234 }
1235 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1236 {
1237 if (m_eventsubscription > 0)
1238 {
1239 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1240 }
1241 }
1242
1243 public void SendCollisions()
1244 {
1245 if (m_eventsubscription > m_requestedUpdateFrequency)
1246 {
1247 if (CollisionEventsThisFrame != null)
1248 {
1249 base.SendCollisionUpdate(CollisionEventsThisFrame);
1250 }
1251 CollisionEventsThisFrame = new CollisionEventUpdate();
1252 m_eventsubscription = 0;
1253 }
1254 }
1255 public override bool SubscribedEvents()
1256 {
1257 if (m_eventsubscription > 0)
1258 return true;
1259 return false;
1260 }
1261
1262 public void ProcessTaints(float timestep)
1263 {
1264
1265 if (m_tainted_isPhysical != m_isPhysical)
1266 {
1267 if (m_tainted_isPhysical)
1268 {
1269 // Create avatar capsule and related ODE data
1270 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1271 {
1272 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1273 + (Shell!=IntPtr.Zero ? "Shell ":"")
1274 + (Body!=IntPtr.Zero ? "Body ":"")
1275 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1276 }
1277 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1278
1279 _parent_scene.geom_name_map[Shell] = m_name;
1280 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1281 _parent_scene.AddCharacter(this);
1282 }
1283 else
1284 {
1285 _parent_scene.RemoveCharacter(this);
1286 // destroy avatar capsule and related ODE data
1287 if (Amotor != IntPtr.Zero)
1288 {
1289 // Kill the Amotor
1290 d.JointDestroy(Amotor);
1291 Amotor = IntPtr.Zero;
1292 }
1293 //kill the Geometry
1294 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1295
1296 if (Body != IntPtr.Zero)
1297 {
1298 //kill the body
1299 d.BodyDestroy(Body);
1300
1301 Body = IntPtr.Zero;
1302 }
1303
1304 if (Shell != IntPtr.Zero)
1305 {
1306 d.GeomDestroy(Shell);
1307 _parent_scene.geom_name_map.Remove(Shell);
1308 Shell = IntPtr.Zero;
1309 }
1310
1311 }
1312
1313 m_isPhysical = m_tainted_isPhysical;
1314 }
1315
1316 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1317 {
1318 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1319 {
1320
1321 m_pidControllerActive = true;
1322 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1323 d.JointDestroy(Amotor);
1324 float prevCapsule = CAPSULE_LENGTH;
1325 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1326 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1327 d.BodyDestroy(Body);
1328 d.GeomDestroy(Shell);
1329 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1330 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1331 Velocity = Vector3.Zero;
1332
1333 _parent_scene.geom_name_map[Shell] = m_name;
1334 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1335 }
1336 else
1337 {
1338 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1339 + (Shell==IntPtr.Zero ? "Shell ":"")
1340 + (Body==IntPtr.Zero ? "Body ":"")
1341 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1342 }
1343 }
1344
1345 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1346 {
1347 if (Body != IntPtr.Zero)
1348 {
1349 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1350
1351 _position.X = m_taintPosition.X;
1352 _position.Y = m_taintPosition.Y;
1353 _position.Z = m_taintPosition.Z;
1354 }
1355 }
1356
1357 }
1358
1359 internal void AddCollisionFrameTime(int p)
1360 {
1361 // protect it from overflow crashing
1362 if (m_eventsubscription + p >= int.MaxValue)
1363 m_eventsubscription = 0;
1364 m_eventsubscription += p;
1365 }
1366 }
1367}
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..55d6945
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs
@@ -0,0 +1,792 @@
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 // Vehicle properties
87 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
88 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
89 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
90 // HOVER_TERRAIN_ONLY
91 // HOVER_GLOBAL_HEIGHT
92 // NO_DEFLECTION_UP
93 // HOVER_WATER_ONLY
94 // HOVER_UP_ONLY
95 // LIMIT_MOTOR_UP
96 // LIMIT_ROLL_ONLY
97
98 // Linear properties
99 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
100 //requested by LSL
101 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
102 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
103 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
104
105 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
106 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
107 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
108
109 //Angular properties
110 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
111
112 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
113 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
114 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
115
116 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
117// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
118 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what 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 if (pValue > 30f) pValue = 30f;
228 if (pValue < 0.1f) pValue = 0.1f;
229 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
230 break;
231 case Vehicle.ANGULAR_MOTOR_DIRECTION:
232 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
233 UpdateAngDecay();
234 break;
235 case Vehicle.LINEAR_FRICTION_TIMESCALE:
236 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
237 break;
238 case Vehicle.LINEAR_MOTOR_DIRECTION:
239 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
240 UpdateLinDecay();
241 break;
242 case Vehicle.LINEAR_MOTOR_OFFSET:
243 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
244 break;
245
246 }
247
248 }//end ProcessFloatVehicleParam
249
250 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
251 {
252 switch (pParam)
253 {
254 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
255 if (pValue.X > 30f) pValue.X = 30f;
256 if (pValue.X < 0.1f) pValue.X = 0.1f;
257 if (pValue.Y > 30f) pValue.Y = 30f;
258 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
259 if (pValue.Z > 30f) pValue.Z = 30f;
260 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
261 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
262 break;
263 case Vehicle.ANGULAR_MOTOR_DIRECTION:
264 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
265 // Limit requested angular speed to 2 rps= 4 pi rads/sec
266 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
267 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
268 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
269 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
270 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
271 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
272 UpdateAngDecay();
273 break;
274 case Vehicle.LINEAR_FRICTION_TIMESCALE:
275 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
276 break;
277 case Vehicle.LINEAR_MOTOR_DIRECTION:
278 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
279 UpdateLinDecay();
280 break;
281 case Vehicle.LINEAR_MOTOR_OFFSET:
282 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
283 break;
284 }
285
286 }//end ProcessVectorVehicleParam
287
288 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
289 {
290 switch (pParam)
291 {
292 case Vehicle.REFERENCE_FRAME:
293 // m_referenceFrame = pValue;
294 break;
295 }
296
297 }//end ProcessRotationVehicleParam
298
299 internal void ProcessFlagsVehicleSet(int flags)
300 {
301 m_flags |= (VehicleFlag)flags;
302 }
303
304 internal void ProcessFlagsVehicleRemove(int flags)
305 {
306 m_flags &= ~((VehicleFlag)flags);
307 }
308
309 internal void ProcessTypeChange(Vehicle pType)
310 {
311 // Set Defaults For Type
312 m_type = pType;
313 switch (pType)
314 {
315 case Vehicle.TYPE_SLED:
316 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
317 m_angularFrictionTimescale = new Vector3(30, 30, 30);
318// m_lLinMotorVel = Vector3.Zero;
319 m_linearMotorTimescale = 1000;
320 m_linearMotorDecayTimescale = 120;
321 m_angularMotorDirection = Vector3.Zero;
322 m_angularMotorDVel = Vector3.Zero;
323 m_angularMotorTimescale = 1000;
324 m_angularMotorDecayTimescale = 120;
325 m_VhoverHeight = 0;
326// m_VhoverEfficiency = 1;
327 m_VhoverTimescale = 10;
328 m_VehicleBuoyancy = 0;
329 // m_linearDeflectionEfficiency = 1;
330 // m_linearDeflectionTimescale = 1;
331 // m_angularDeflectionEfficiency = 1;
332 // m_angularDeflectionTimescale = 1000;
333 // m_bankingEfficiency = 0;
334 // m_bankingMix = 1;
335 // m_bankingTimescale = 10;
336 // m_referenceFrame = Quaternion.Identity;
337 m_flags &=
338 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
339 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
340 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
341 break;
342 case Vehicle.TYPE_CAR:
343 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
344 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
345// m_lLinMotorVel = Vector3.Zero;
346 m_linearMotorTimescale = 1;
347 m_linearMotorDecayTimescale = 60;
348 m_angularMotorDirection = Vector3.Zero;
349 m_angularMotorDVel = Vector3.Zero;
350 m_angularMotorTimescale = 1;
351 m_angularMotorDecayTimescale = 0.8f;
352 m_VhoverHeight = 0;
353// m_VhoverEfficiency = 0;
354 m_VhoverTimescale = 1000;
355 m_VehicleBuoyancy = 0;
356 // // m_linearDeflectionEfficiency = 1;
357 // // m_linearDeflectionTimescale = 2;
358 // // m_angularDeflectionEfficiency = 0;
359 // m_angularDeflectionTimescale = 10;
360 m_verticalAttractionEfficiency = 1f;
361 m_verticalAttractionTimescale = 10f;
362 // m_bankingEfficiency = -0.2f;
363 // m_bankingMix = 1;
364 // m_bankingTimescale = 1;
365 // m_referenceFrame = Quaternion.Identity;
366 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
367 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 break;
370 case Vehicle.TYPE_BOAT:
371 m_linearFrictionTimescale = new Vector3(10, 3, 2);
372 m_angularFrictionTimescale = new Vector3(10,10,10);
373// m_lLinMotorVel = Vector3.Zero;
374 m_linearMotorTimescale = 5;
375 m_linearMotorDecayTimescale = 60;
376 m_angularMotorDirection = Vector3.Zero;
377 m_angularMotorDVel = Vector3.Zero;
378 m_angularMotorTimescale = 4;
379 m_angularMotorDecayTimescale = 4;
380 m_VhoverHeight = 0;
381// m_VhoverEfficiency = 0.5f;
382 m_VhoverTimescale = 2;
383 m_VehicleBuoyancy = 1;
384 // m_linearDeflectionEfficiency = 0.5f;
385 // m_linearDeflectionTimescale = 3;
386 // m_angularDeflectionEfficiency = 0.5f;
387 // m_angularDeflectionTimescale = 5;
388 m_verticalAttractionEfficiency = 0.5f;
389 m_verticalAttractionTimescale = 5f;
390 // m_bankingEfficiency = -0.3f;
391 // m_bankingMix = 0.8f;
392 // m_bankingTimescale = 1;
393 // m_referenceFrame = Quaternion.Identity;
394 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
395 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
396 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
397 VehicleFlag.LIMIT_MOTOR_UP);
398 break;
399 case Vehicle.TYPE_AIRPLANE:
400 m_linearFrictionTimescale = new Vector3(200, 10, 5);
401 m_angularFrictionTimescale = new Vector3(20, 20, 20);
402// m_lLinMotorVel = Vector3.Zero;
403 m_linearMotorTimescale = 2;
404 m_linearMotorDecayTimescale = 60;
405 m_angularMotorDirection = Vector3.Zero;
406 m_angularMotorDVel = Vector3.Zero;
407 m_angularMotorTimescale = 4;
408 m_angularMotorDecayTimescale = 4;
409 m_VhoverHeight = 0;
410// m_VhoverEfficiency = 0.5f;
411 m_VhoverTimescale = 1000;
412 m_VehicleBuoyancy = 0;
413 // m_linearDeflectionEfficiency = 0.5f;
414 // m_linearDeflectionTimescale = 3;
415 // m_angularDeflectionEfficiency = 1;
416 // m_angularDeflectionTimescale = 2;
417 m_verticalAttractionEfficiency = 0.9f;
418 m_verticalAttractionTimescale = 2f;
419 // m_bankingEfficiency = 1;
420 // m_bankingMix = 0.7f;
421 // m_bankingTimescale = 2;
422 // m_referenceFrame = Quaternion.Identity;
423 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
424 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
425 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
426 break;
427 case Vehicle.TYPE_BALLOON:
428 m_linearFrictionTimescale = new Vector3(5, 5, 5);
429 m_angularFrictionTimescale = new Vector3(10, 10, 10);
430 m_linearMotorTimescale = 5;
431 m_linearMotorDecayTimescale = 60;
432 m_angularMotorDirection = Vector3.Zero;
433 m_angularMotorDVel = Vector3.Zero;
434 m_angularMotorTimescale = 6;
435 m_angularMotorDecayTimescale = 10;
436 m_VhoverHeight = 5;
437// m_VhoverEfficiency = 0.8f;
438 m_VhoverTimescale = 10;
439 m_VehicleBuoyancy = 1;
440 // m_linearDeflectionEfficiency = 0;
441 // m_linearDeflectionTimescale = 5;
442 // m_angularDeflectionEfficiency = 0;
443 // m_angularDeflectionTimescale = 5;
444 m_verticalAttractionEfficiency = 1f;
445 m_verticalAttractionTimescale = 100f;
446 // m_bankingEfficiency = 0;
447 // m_bankingMix = 0.7f;
448 // m_bankingTimescale = 5;
449 // m_referenceFrame = Quaternion.Identity;
450 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
451 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
452 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
453 break;
454
455 }
456 }//end SetDefaultsForType
457
458 internal void Enable(IntPtr pBody, OdeScene pParentScene)
459 {
460 if (m_type == Vehicle.TYPE_NONE)
461 return;
462
463 m_body = pBody;
464 }
465
466 internal void Step(float pTimestep, OdeScene pParentScene)
467 {
468 if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
469 return;
470 frcount++; // used to limit debug comment output
471 if (frcount > 24)
472 frcount = 0;
473
474 MoveLinear(pTimestep, pParentScene);
475 MoveAngular(pTimestep);
476 }// end Step
477
478 internal void Halt()
479 { // Kill all motions, when non-physical
480 m_linearMotorDirection = Vector3.Zero;
481 m_lLinMotorDVel = Vector3.Zero;
482 m_lLinObjectVel = Vector3.Zero;
483 m_wLinObjectVel = Vector3.Zero;
484 m_angularMotorDirection = Vector3.Zero;
485 m_lastAngularVelocity = Vector3.Zero;
486 m_angularMotorDVel = Vector3.Zero;
487 }
488
489 private void UpdateLinDecay()
490 {
491 if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
492 if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
493 if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
494 } // else let the motor decay on its own
495
496 private void MoveLinear(float pTimestep, OdeScene _pParentScene)
497 {
498 Vector3 acceleration = new Vector3(0f, 0f, 0f);
499
500 d.Quaternion rot = d.BodyGetQuaternion(Body);
501 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
502 Quaternion irotq = Quaternion.Inverse(rotq);
503 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
504 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
505 acceleration = vel_now - m_wLinObjectVel;
506 m_lLinObjectVel = vel_now * irotq;
507
508 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
509 {
510 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
511 {
512 float decayfactor = m_linearMotorDecayTimescale/pTimestep;
513 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
514 m_lLinMotorDVel -= decayAmount;
515 }
516 else
517 {
518 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
519 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * pTimestep;
520 m_lLinMotorDVel -= decel;
521 }
522 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
523 {
524 m_lLinMotorDVel = Vector3.Zero;
525 }
526 else
527 {
528 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
529 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
530 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
531 }
532 }
533
534 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
535 {
536 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
537 if (m_linearMotorTimescale < 300.0f)
538 {
539 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
540 float linfactor = m_linearMotorTimescale/pTimestep;
541 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
542 m_lLinObjectVel += attackAmount;
543 }
544 if (m_linearFrictionTimescale.X < 300.0f)
545 {
546 float fricfactor = m_linearFrictionTimescale.X / pTimestep;
547 float fricX = m_lLinObjectVel.X / fricfactor;
548 m_lLinObjectVel.X -= fricX;
549 }
550 if (m_linearFrictionTimescale.Y < 300.0f)
551 {
552 float fricfactor = m_linearFrictionTimescale.Y / pTimestep;
553 float fricY = m_lLinObjectVel.Y / fricfactor;
554 m_lLinObjectVel.Y -= fricY;
555 }
556 if (m_linearFrictionTimescale.Z < 300.0f)
557 {
558 float fricfactor = m_linearFrictionTimescale.Z / pTimestep;
559//if(frcount == 0) Console.WriteLine("Zfric={0}", fricfactor);
560 float fricZ = m_lLinObjectVel.Z / fricfactor;
561 m_lLinObjectVel.Z -= fricZ;
562 }
563 }
564 m_wLinObjectVel = m_lLinObjectVel * rotq;
565 // Add Gravity and Buoyancy
566 Vector3 grav = Vector3.Zero;
567 if(m_VehicleBuoyancy < 1.0f)
568 {
569 // There is some gravity, make a gravity force vector
570 // that is applied after object velocity.
571 d.Mass objMass;
572 d.BodyGetMass(Body, out objMass);
573 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
574 grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
575 } // else its 1.0, no gravity.
576
577 // Check if hovering
578 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
579 {
580 // We should hover, get the target height
581 d.Vector3 pos = d.BodyGetPosition(Body);
582 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
583 {
584 m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
585 }
586 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
587 {
588 m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
589 }
590 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
591 {
592 m_VhoverTargetHeight = m_VhoverHeight;
593 }
594
595 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
596 {
597 // If body is aready heigher, use its height as target height
598 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
599 }
600
601// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
602// m_VhoverTimescale = 0f; // time to acheive height
603// pTimestep is time since last frame,in secs
604 float herr0 = pos.Z - m_VhoverTargetHeight;
605 // Replace Vertical speed with correction figure if significant
606 if(Math.Abs(herr0) > 0.01f )
607 {
608 d.Mass objMass;
609 d.BodyGetMass(Body, out objMass);
610 m_wLinObjectVel.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
611 //KF: m_VhoverEfficiency is not yet implemented
612 }
613 else
614 {
615 m_wLinObjectVel.Z = 0f;
616 }
617 }
618 else
619 { // not hovering, Gravity rules
620 m_wLinObjectVel.Z = vel_now.Z;
621//if(frcount == 0) Console.WriteLine(" Z {0} a.Z {1}", m_wLinObjectVel.Z, acceleration.Z);
622 }
623 // Apply velocity
624 d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
625 // apply gravity force
626 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
627//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
628 } // end MoveLinear()
629
630 private void UpdateAngDecay()
631 {
632 if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
633 if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
634 if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
635 } // else let the motor decay on its own
636
637 private void MoveAngular(float pTimestep)
638 {
639 /*
640 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
641
642 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
643 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
644 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
645
646 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
647 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
648 */
649//if(frcount == 0) Console.WriteLine("MoveAngular ");
650
651 // Get what the body is doing, this includes 'external' influences
652 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
653 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
654//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
655// Vector3 FrAaccel = m_lastAngularVelocity - angObjectVel;
656// Vector3 initavel = angObjectVel;
657 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
658 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * pTimestep);
659 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
660 // Decay Angular Motor 2.
661 if (m_angularMotorDecayTimescale < 300.0f)
662 {
663//####
664 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
665 {
666 float decayfactor = (m_angularMotorDecayTimescale)/pTimestep;
667 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
668 m_angularMotorDVel -= decayAmount;
669 }
670 else
671 {
672 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * pTimestep / m_angularMotorDecayTimescale;
673 m_angularMotorDVel -= decel;
674 }
675
676 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
677 {
678 m_angularMotorDVel = Vector3.Zero;
679 }
680 else
681 {
682 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
683 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
684 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
685 }
686 } // end decay angular motor
687//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
688
689//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
690 // Vertical attractor section
691 Vector3 vertattr = Vector3.Zero;
692
693 if(m_verticalAttractionTimescale < 300)
694 {
695 float VAservo = 1.0f / (m_verticalAttractionTimescale * pTimestep);
696 // get present body rotation
697 d.Quaternion rot = d.BodyGetQuaternion(Body);
698 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
699 // make a vector pointing up
700 Vector3 verterr = Vector3.Zero;
701 verterr.Z = 1.0f;
702 // rotate it to Body Angle
703 verterr = verterr * rotq;
704 // 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.
705 // 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
706 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
707
708 if (verterr.Z < 0.0f)
709 { // Defelction from vertical exceeds 90-degrees. This method will ensure stable return to
710 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
711//Console.WriteLine("InvertFlip");
712 verterr.X = 2.0f - verterr.X;
713 verterr.Y = 2.0f - verterr.Y;
714 }
715 verterr *= 0.5f;
716 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
717
718 if ((!angObjectVel.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
719 {
720//if(frcount == 0)
721 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
722 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
723 vertattr.X = verterr.Y;
724 vertattr.Y = - verterr.X;
725 vertattr.Z = 0f;
726//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
727
728 // scaling appears better usingsquare-law
729 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
730 float bounce = 1.0f - damped;
731 // 0 = crit damp, 1 = bouncy
732 float oavz = angObjectVel.Z; // retain z velocity
733 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; // The time-scaled correction, which sums, therefore is bouncy
734 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); // damped, good @ < 90.
735 angObjectVel.Z = oavz;
736//if(frcount == 0) Console.WriteLine("VA+");
737//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
738 }
739 else
740 {
741 // else error is very small
742 angObjectVel.X = 0f;
743 angObjectVel.Y = 0f;
744//if(frcount == 0) Console.WriteLine("VA0");
745 }
746 } // else vertical attractor is off
747//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
748
749 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
750 { // if motor or object have motion
751 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
752
753 if (m_angularMotorTimescale < 300.0f)
754 {
755 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
756 float angfactor = m_angularMotorTimescale/pTimestep;
757 Vector3 attackAmount = (attack_error/angfactor);
758 angObjectVel += attackAmount;
759//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
760//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
761 }
762
763 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / pTimestep);
764 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / pTimestep);
765 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / pTimestep);
766 } // else no signif. motion
767
768//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
769 // Bank section tba
770 // Deflection section tba
771//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
772
773 m_lastAngularVelocity = angObjectVel;
774/*
775 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
776 {
777 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
778 }
779 else
780 {
781 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
782 }
783 */
784 // Apply to the body
785// Vector3 aInc = m_lastAngularVelocity - initavel;
786//if(frcount == 0) Console.WriteLine("Inc {0}", aInc);
787 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
788//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
789
790 } //end MoveAngular
791 }
792}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..c2a6a9b
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3296 @@
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
219 _position = pos;
220 m_taintposition = pos;
221 PID_D = parent_scene.bodyPIDD;
222 PID_G = parent_scene.bodyPIDG;
223 m_density = parent_scene.geomDefaultDensity;
224 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
225 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
226
227
228 prim_geom = IntPtr.Zero;
229 prev_geom = IntPtr.Zero;
230
231 if (!pos.IsFinite())
232 {
233 size = new Vector3(0.5f, 0.5f, 0.5f);
234 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
235 }
236
237 if (size.X <= 0) size.X = 0.01f;
238 if (size.Y <= 0) size.Y = 0.01f;
239 if (size.Z <= 0) size.Z = 0.01f;
240
241 _size = size;
242 m_taintsize = _size;
243
244 if (!QuaternionIsFinite(rotation))
245 {
246 rotation = Quaternion.Identity;
247 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
248 }
249
250 _orientation = rotation;
251 m_taintrot = _orientation;
252 _mesh = mesh;
253 _pbs = pbs;
254
255 _parent_scene = parent_scene;
256 m_targetSpace = (IntPtr)0;
257
258// if (pos.Z < 0)
259 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
260 m_isphysical = false;
261 else
262 {
263 m_isphysical = pisPhysical;
264 // If we're physical, we need to be in the master space for now.
265 // linksets *should* be in a space together.. but are not currently
266 if (m_isphysical)
267 m_targetSpace = _parent_scene.space;
268 }
269 m_primName = primName;
270 m_taintadd = true;
271 _parent_scene.AddPhysicsActorTaint(this);
272 // don't do .add() here; old geoms get recycled with the same hash
273 }
274
275 public override int PhysicsActorType
276 {
277 get { return (int) ActorTypes.Prim; }
278 set { return; }
279 }
280
281 public override bool SetAlwaysRun
282 {
283 get { return false; }
284 set { return; }
285 }
286
287 public override uint LocalID
288 {
289 set {
290 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
291 m_localID = value; }
292 }
293
294 public override bool Grabbed
295 {
296 set { return; }
297 }
298
299 public override bool Selected
300 {
301 set {
302
303
304 // This only makes the object not collidable if the object
305 // is physical or the object is modified somehow *IN THE FUTURE*
306 // without this, if an avatar selects prim, they can walk right
307 // through it while it's selected
308 m_collisionscore = 0;
309 if ((m_isphysical && !_zeroFlag) || !value)
310 {
311 m_taintselected = value;
312 _parent_scene.AddPhysicsActorTaint(this);
313 }
314 else
315 {
316 m_taintselected = value;
317 m_isSelected = value;
318 }
319 if(m_isSelected) disableBodySoft();
320 }
321 }
322
323 public void SetGeom(IntPtr geom)
324 {
325 prev_geom = prim_geom;
326 prim_geom = geom;
327//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
328 if (prim_geom != IntPtr.Zero)
329 {
330 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
331 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
332 }
333
334 if (childPrim)
335 {
336 if (_parent != null && _parent is OdePrim)
337 {
338 OdePrim parent = (OdePrim)_parent;
339//Console.WriteLine("SetGeom calls ChildSetGeom");
340 parent.ChildSetGeom(this);
341 }
342 }
343 //m_log.Warn("Setting Geom to: " + prim_geom);
344 }
345
346
347
348 public void enableBodySoft()
349 {
350 if (!childPrim)
351 {
352 if (m_isphysical && Body != IntPtr.Zero)
353 {
354 d.BodyEnable(Body);
355 if (m_vehicle.Type != Vehicle.TYPE_NONE)
356 m_vehicle.Enable(Body, _parent_scene);
357 }
358
359 m_disabled = false;
360 }
361 }
362
363 public void disableBodySoft()
364 {
365 m_disabled = true;
366
367 if (m_isphysical && Body != IntPtr.Zero)
368 {
369 d.BodyDisable(Body);
370 }
371 }
372
373 public void enableBody()
374 {
375 // Don't enable this body if we're a child prim
376 // this should be taken care of in the parent function not here
377 if (!childPrim)
378 {
379 // Sets the geom to a body
380 Body = d.BodyCreate(_parent_scene.world);
381
382 setMass();
383 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
384 d.Quaternion myrot = new d.Quaternion();
385 myrot.X = _orientation.X;
386 myrot.Y = _orientation.Y;
387 myrot.Z = _orientation.Z;
388 myrot.W = _orientation.W;
389 d.BodySetQuaternion(Body, ref myrot);
390 d.GeomSetBody(prim_geom, Body);
391 m_collisionCategories |= CollisionCategories.Body;
392 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
393
394 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
395 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
396
397 d.BodySetAutoDisableFlag(Body, true);
398 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
399
400 // disconnect from world gravity so we can apply buoyancy
401 d.BodySetGravityMode (Body, false);
402
403 m_interpenetrationcount = 0;
404 m_collisionscore = 0;
405 m_disabled = false;
406
407 // The body doesn't already have a finite rotation mode set here
408 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
409 {
410 createAMotor(m_angularlock);
411 }
412 if (m_vehicle.Type != Vehicle.TYPE_NONE)
413 {
414 m_vehicle.Enable(Body, _parent_scene);
415 }
416
417 _parent_scene.addActivePrim(this);
418 }
419 }
420
421 #region Mass Calculation
422
423 private float CalculateMass()
424 {
425 float volume = 0;
426
427 // No material is passed to the physics engines yet.. soo..
428 // we're using the m_density constant in the class definition
429
430 float returnMass = 0;
431
432 switch (_pbs.ProfileShape)
433 {
434 case ProfileShape.Square:
435 // Profile Volume
436
437 volume = _size.X*_size.Y*_size.Z;
438
439 // If the user has 'hollowed out'
440 // ProfileHollow is one of those 0 to 50000 values :P
441 // we like percentages better.. so turning into a percentage
442
443 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
444 {
445 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
446
447 // calculate the hollow volume by it's shape compared to the prim shape
448 float hollowVolume = 0;
449 switch (_pbs.HollowShape)
450 {
451 case HollowShape.Square:
452 case HollowShape.Same:
453 // Cube Hollow volume calculation
454 float hollowsizex = _size.X*hollowAmount;
455 float hollowsizey = _size.Y*hollowAmount;
456 float hollowsizez = _size.Z*hollowAmount;
457 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
458 break;
459
460 case HollowShape.Circle:
461 // Hollow shape is a perfect cyllinder in respect to the cube's scale
462 // Cyllinder hollow volume calculation
463 float hRadius = _size.X/2;
464 float hLength = _size.Z;
465
466 // pi * r2 * h
467 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
468 break;
469
470 case HollowShape.Triangle:
471 // Equilateral Triangular Prism volume hollow calculation
472 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
473
474 float aLength = _size.Y;
475 // 1/2 abh
476 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
477 break;
478
479 default:
480 hollowVolume = 0;
481 break;
482 }
483 volume = volume - hollowVolume;
484 }
485
486 break;
487 case ProfileShape.Circle:
488 if (_pbs.PathCurve == (byte)Extrusion.Straight)
489 {
490 // Cylinder
491 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
492 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
493
494 // Approximating the cylinder's irregularity.
495 if (volume1 > volume2)
496 {
497 volume = (float)volume1 - (volume1 - volume2);
498 }
499 else if (volume2 > volume1)
500 {
501 volume = (float)volume2 - (volume2 - volume1);
502 }
503 else
504 {
505 // Regular cylinder
506 volume = volume1;
507 }
508 }
509 else
510 {
511 // We don't know what the shape is yet, so use default
512 volume = _size.X * _size.Y * _size.Z;
513 }
514 // If the user has 'hollowed out'
515 // ProfileHollow is one of those 0 to 50000 values :P
516 // we like percentages better.. so turning into a percentage
517
518 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
519 {
520 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
521
522 // calculate the hollow volume by it's shape compared to the prim shape
523 float hollowVolume = 0;
524 switch (_pbs.HollowShape)
525 {
526 case HollowShape.Same:
527 case HollowShape.Circle:
528 // Hollow shape is a perfect cyllinder in respect to the cube's scale
529 // Cyllinder hollow volume calculation
530 float hRadius = _size.X / 2;
531 float hLength = _size.Z;
532
533 // pi * r2 * h
534 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
535 break;
536
537 case HollowShape.Square:
538 // Cube Hollow volume calculation
539 float hollowsizex = _size.X * hollowAmount;
540 float hollowsizey = _size.Y * hollowAmount;
541 float hollowsizez = _size.Z * hollowAmount;
542 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
543 break;
544
545 case HollowShape.Triangle:
546 // Equilateral Triangular Prism volume hollow calculation
547 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
548
549 float aLength = _size.Y;
550 // 1/2 abh
551 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
552 break;
553
554 default:
555 hollowVolume = 0;
556 break;
557 }
558 volume = volume - hollowVolume;
559 }
560 break;
561
562 case ProfileShape.HalfCircle:
563 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
564 {
565 if (_size.X == _size.Y && _size.Y == _size.Z)
566 {
567 // regular sphere
568 // v = 4/3 * pi * r^3
569 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
570 volume = (float)((4f / 3f) * Math.PI * sradius3);
571 }
572 else
573 {
574 // we treat this as a box currently
575 volume = _size.X * _size.Y * _size.Z;
576 }
577 }
578 else
579 {
580 // We don't know what the shape is yet, so use default
581 volume = _size.X * _size.Y * _size.Z;
582 }
583 break;
584
585 case ProfileShape.EquilateralTriangle:
586 /*
587 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
588
589 // seed mesh
590 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
591 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
592 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
593 */
594 float xA = -0.25f * _size.X;
595 float yA = -0.45f * _size.Y;
596
597 float xB = 0.5f * _size.X;
598 float yB = 0;
599
600 float xC = -0.25f * _size.X;
601 float yC = 0.45f * _size.Y;
602
603 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
604
605 // If the user has 'hollowed out'
606 // ProfileHollow is one of those 0 to 50000 values :P
607 // we like percentages better.. so turning into a percentage
608 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
609 if (((float)fhollowFactor / 50000f) > 0.0)
610 {
611 float hollowAmount = (float)fhollowFactor / 50000f;
612
613 // calculate the hollow volume by it's shape compared to the prim shape
614 float hollowVolume = 0;
615 switch (_pbs.HollowShape)
616 {
617 case HollowShape.Same:
618 case HollowShape.Triangle:
619 // Equilateral Triangular Prism volume hollow calculation
620 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
621
622 float aLength = _size.Y;
623 // 1/2 abh
624 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
625 break;
626
627 case HollowShape.Square:
628 // Cube Hollow volume calculation
629 float hollowsizex = _size.X * hollowAmount;
630 float hollowsizey = _size.Y * hollowAmount;
631 float hollowsizez = _size.Z * hollowAmount;
632 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
633 break;
634
635 case HollowShape.Circle:
636 // Hollow shape is a perfect cyllinder in respect to the cube's scale
637 // Cyllinder hollow volume calculation
638 float hRadius = _size.X / 2;
639 float hLength = _size.Z;
640
641 // pi * r2 * h
642 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
643 break;
644
645 default:
646 hollowVolume = 0;
647 break;
648 }
649 volume = volume - hollowVolume;
650 }
651 break;
652
653 default:
654 // we don't have all of the volume formulas yet so
655 // use the common volume formula for all
656 volume = _size.X*_size.Y*_size.Z;
657 break;
658 }
659
660 // Calculate Path cut effect on volume
661 // Not exact, in the triangle hollow example
662 // They should never be zero or less then zero..
663 // we'll ignore it if it's less then zero
664
665 // ProfileEnd and ProfileBegin are values
666 // from 0 to 50000
667
668 // Turning them back into percentages so that I can cut that percentage off the volume
669
670 float PathCutEndAmount = _pbs.ProfileEnd;
671 float PathCutStartAmount = _pbs.ProfileBegin;
672 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
673 {
674 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
675
676 // Check the return amount for sanity
677 if (pathCutAmount >= 0.99f)
678 pathCutAmount = 0.99f;
679
680 volume = volume - (volume*pathCutAmount);
681 }
682 UInt16 taperX = _pbs.PathScaleX;
683 UInt16 taperY = _pbs.PathScaleY;
684 float taperFactorX = 0;
685 float taperFactorY = 0;
686
687 // Mass = density * volume
688 if (taperX != 100)
689 {
690 if (taperX > 100)
691 {
692 taperFactorX = 1.0f - ((float)taperX / 200);
693 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
694 }
695 else
696 {
697 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
698 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
699 }
700 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
701 }
702
703 if (taperY != 100)
704 {
705 if (taperY > 100)
706 {
707 taperFactorY = 1.0f - ((float)taperY / 200);
708 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
709 }
710 else
711 {
712 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
713 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
714 }
715 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
716 }
717 returnMass = m_density*volume;
718 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
719
720
721
722 // Recursively calculate mass
723 bool HasChildPrim = false;
724 lock (childrenPrim)
725 {
726 if (childrenPrim.Count > 0)
727 {
728 HasChildPrim = true;
729 }
730
731 }
732 if (HasChildPrim)
733 {
734 OdePrim[] childPrimArr = new OdePrim[0];
735
736 lock (childrenPrim)
737 childPrimArr = childrenPrim.ToArray();
738
739 for (int i = 0; i < childPrimArr.Length; i++)
740 {
741 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
742 returnMass += childPrimArr[i].CalculateMass();
743 // failsafe, this shouldn't happen but with OpenSim, you never know :)
744 if (i > 256)
745 break;
746 }
747 }
748 if (returnMass > _parent_scene.maximumMassObject)
749 returnMass = _parent_scene.maximumMassObject;
750 return returnMass;
751 }// end CalculateMass
752
753 #endregion
754
755 public void setMass()
756 {
757 if (Body != (IntPtr) 0)
758 {
759 float newmass = CalculateMass();
760
761 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
762
763 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
764 d.BodySetMass(Body, ref pMass);
765 }
766 }
767
768 public void disableBody()
769 {
770 //this kills the body so things like 'mesh' can re-create it.
771 lock (this)
772 {
773 if (!childPrim)
774 {
775 if (Body != IntPtr.Zero)
776 {
777 _parent_scene.remActivePrim(this);
778 m_collisionCategories &= ~CollisionCategories.Body;
779 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
780
781 if (prim_geom != IntPtr.Zero)
782 {
783 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
784 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
785 }
786
787
788 d.BodyDestroy(Body);
789 lock (childrenPrim)
790 {
791 if (childrenPrim.Count > 0)
792 {
793 foreach (OdePrim prm in childrenPrim)
794 {
795 _parent_scene.remActivePrim(prm);
796 prm.Body = IntPtr.Zero;
797 }
798 }
799 }
800 Body = IntPtr.Zero;
801 }
802 }
803 else
804 {
805 _parent_scene.remActivePrim(this);
806
807 m_collisionCategories &= ~CollisionCategories.Body;
808 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
809
810 if (prim_geom != IntPtr.Zero)
811 {
812 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
813 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
814 }
815
816
817 Body = IntPtr.Zero;
818 }
819 }
820 m_disabled = true;
821 m_collisionscore = 0;
822 }
823
824 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
825
826 public void setMesh(OdeScene parent_scene, IMesh mesh)
827 {
828 // This sleeper is there to moderate how long it takes between
829 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
830
831 //Thread.Sleep(10);
832
833 //Kill Body so that mesh can re-make the geom
834 if (IsPhysical && Body != IntPtr.Zero)
835 {
836 if (childPrim)
837 {
838 if (_parent != null)
839 {
840 OdePrim parent = (OdePrim)_parent;
841 parent.ChildDelink(this);
842 }
843 }
844 else
845 {
846 disableBody();
847 }
848 }
849
850 IntPtr vertices, indices;
851 int vertexCount, indexCount;
852 int vertexStride, triStride;
853 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
854 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
855
856 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
857 if (m_MeshToTriMeshMap.ContainsKey(mesh))
858 {
859 _triMeshData = m_MeshToTriMeshMap[mesh];
860 }
861 else
862 {
863 _triMeshData = d.GeomTriMeshDataCreate();
864
865 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
866 d.GeomTriMeshDataPreprocess(_triMeshData);
867 m_MeshToTriMeshMap[mesh] = _triMeshData;
868 }
869
870 _parent_scene.waitForSpaceUnlock(m_targetSpace);
871 try
872 {
873 if (prim_geom == IntPtr.Zero)
874 {
875 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
876 }
877 }
878 catch (AccessViolationException)
879 {
880 m_log.Error("[PHYSICS]: MESH LOCKED");
881 return;
882 }
883
884
885 // if (IsPhysical && Body == (IntPtr) 0)
886 // {
887 // Recreate the body
888 // m_interpenetrationcount = 0;
889 // m_collisionscore = 0;
890
891 // enableBody();
892 // }
893 }
894
895 public void ProcessTaints(float timestep)
896 {
897//Console.WriteLine("ProcessTaints for " + m_primName );
898 if (m_taintadd)
899 {
900 changeadd(timestep);
901 }
902
903 if (prim_geom != IntPtr.Zero)
904 {
905 if (!_position.ApproxEquals(m_taintposition, 0f))
906 changemove(timestep);
907
908 if (m_taintrot != _orientation)
909 {
910 if(childPrim && IsPhysical) // For physical child prim...
911 {
912 rotate(timestep);
913 // KF: ODE will also rotate the parent prim!
914 // so rotate the root back to where it was
915 OdePrim parent = (OdePrim)_parent;
916 parent.rotate(timestep);
917 }
918 else
919 {
920 //Just rotate the prim
921 rotate(timestep);
922 }
923 }
924 //
925
926 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
927 changePhysicsStatus(timestep);
928 //
929
930 if (!_size.ApproxEquals(m_taintsize,0f))
931 changesize(timestep);
932 //
933
934 if (m_taintshape)
935 changeshape(timestep);
936 //
937
938 if (m_taintforce)
939 changeAddForce(timestep);
940
941 if (m_taintaddangularforce)
942 changeAddAngularForce(timestep);
943
944 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
945 changeSetTorque(timestep);
946
947 if (m_taintdisable)
948 changedisable(timestep);
949
950 if (m_taintselected != m_isSelected)
951 changeSelectedStatus(timestep);
952
953 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
954 changevelocity(timestep);
955
956 if (m_taintparent != _parent)
957 changelink(timestep);
958
959 if (m_taintCollidesWater != m_collidesWater)
960 changefloatonwater(timestep);
961
962 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
963 changeAngularLock(timestep);
964
965 }
966 else
967 {
968 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.)");
969 }
970 }
971
972
973 private void changeAngularLock(float timestep)
974 {
975 // do we have a Physical object?
976 if (Body != IntPtr.Zero)
977 {
978 //Check that we have a Parent
979 //If we have a parent then we're not authorative here
980 if (_parent == null)
981 {
982 if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
983 {
984 //d.BodySetFiniteRotationMode(Body, 0);
985 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
986 createAMotor(m_taintAngularLock);
987 }
988 else
989 {
990 if (Amotor != IntPtr.Zero)
991 {
992 d.JointDestroy(Amotor);
993 Amotor = IntPtr.Zero;
994 }
995 }
996 }
997 }
998 // Store this for later in case we get turned into a separate body
999 m_angularlock = m_taintAngularLock;
1000
1001 }
1002
1003 private void changelink(float timestep)
1004 {
1005 // If the newly set parent is not null
1006 // create link
1007 if (_parent == null && m_taintparent != null)
1008 {
1009 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1010 {
1011 OdePrim obj = (OdePrim)m_taintparent;
1012 //obj.disableBody();
1013//Console.WriteLine("changelink calls ParentPrim");
1014 obj.ParentPrim(this);
1015
1016 /*
1017 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1018 {
1019 _linkJointGroup = d.JointGroupCreate(0);
1020 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1021 d.JointAttach(m_linkJoint, obj.Body, Body);
1022 d.JointSetFixed(m_linkJoint);
1023 }
1024 */
1025 }
1026 }
1027 // If the newly set parent is null
1028 // destroy link
1029 else if (_parent != null && m_taintparent == null)
1030 {
1031//Console.WriteLine(" changelink B");
1032
1033 if (_parent is OdePrim)
1034 {
1035 OdePrim obj = (OdePrim)_parent;
1036 obj.ChildDelink(this);
1037 childPrim = false;
1038 //_parent = null;
1039 }
1040
1041 /*
1042 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1043 d.JointGroupDestroy(_linkJointGroup);
1044
1045 _linkJointGroup = (IntPtr)0;
1046 m_linkJoint = (IntPtr)0;
1047 */
1048 }
1049
1050 _parent = m_taintparent;
1051 m_taintPhysics = m_isphysical;
1052 }
1053
1054 // I'm the parent
1055 // prim is the child
1056 public void ParentPrim(OdePrim prim)
1057 {
1058//Console.WriteLine("ParentPrim " + m_primName);
1059 if (this.m_localID != prim.m_localID)
1060 {
1061 if (Body == IntPtr.Zero)
1062 {
1063 Body = d.BodyCreate(_parent_scene.world);
1064 setMass();
1065 }
1066 if (Body != IntPtr.Zero)
1067 {
1068 lock (childrenPrim)
1069 {
1070 if (!childrenPrim.Contains(prim))
1071 {
1072//Console.WriteLine("childrenPrim.Add " + prim);
1073 childrenPrim.Add(prim);
1074
1075 foreach (OdePrim prm in childrenPrim)
1076 {
1077 d.Mass m2;
1078 d.MassSetZero(out m2);
1079 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1080
1081
1082 d.Quaternion quat = new d.Quaternion();
1083 quat.W = prm._orientation.W;
1084 quat.X = prm._orientation.X;
1085 quat.Y = prm._orientation.Y;
1086 quat.Z = prm._orientation.Z;
1087
1088 d.Matrix3 mat = new d.Matrix3();
1089 d.RfromQ(out mat, ref quat);
1090 d.MassRotate(ref m2, ref mat);
1091 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1092 d.MassAdd(ref pMass, ref m2);
1093 }
1094 foreach (OdePrim prm in childrenPrim)
1095 {
1096
1097 prm.m_collisionCategories |= CollisionCategories.Body;
1098 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1099
1100 if (prm.prim_geom == IntPtr.Zero)
1101 {
1102 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1103 continue;
1104 }
1105//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1106 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1107 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1108
1109
1110 d.Quaternion quat = new d.Quaternion();
1111 quat.W = prm._orientation.W;
1112 quat.X = prm._orientation.X;
1113 quat.Y = prm._orientation.Y;
1114 quat.Z = prm._orientation.Z;
1115
1116 d.Matrix3 mat = new d.Matrix3();
1117 d.RfromQ(out mat, ref quat);
1118 if (Body != IntPtr.Zero)
1119 {
1120 d.GeomSetBody(prm.prim_geom, Body);
1121 prm.childPrim = true;
1122 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1123 //d.GeomSetOffsetPosition(prim.prim_geom,
1124 // (Position.X - prm.Position.X) - pMass.c.X,
1125 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1126 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1127 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1128 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1129 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1130 d.BodySetMass(Body, ref pMass);
1131 }
1132 else
1133 {
1134 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1135 }
1136
1137
1138 prm.m_interpenetrationcount = 0;
1139 prm.m_collisionscore = 0;
1140 prm.m_disabled = false;
1141
1142 // The body doesn't already have a finite rotation mode set here
1143 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1144 {
1145 prm.createAMotor(m_angularlock);
1146 }
1147 prm.Body = Body;
1148 _parent_scene.addActivePrim(prm);
1149 }
1150 m_collisionCategories |= CollisionCategories.Body;
1151 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1152
1153//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1154 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1155//Console.WriteLine(" Post GeomSetCategoryBits 2");
1156 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1157
1158
1159 d.Quaternion quat2 = new d.Quaternion();
1160 quat2.W = _orientation.W;
1161 quat2.X = _orientation.X;
1162 quat2.Y = _orientation.Y;
1163 quat2.Z = _orientation.Z;
1164
1165 d.Matrix3 mat2 = new d.Matrix3();
1166 d.RfromQ(out mat2, ref quat2);
1167 d.GeomSetBody(prim_geom, Body);
1168 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1169 //d.GeomSetOffsetPosition(prim.prim_geom,
1170 // (Position.X - prm.Position.X) - pMass.c.X,
1171 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1172 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1173 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1174 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1175 d.BodySetMass(Body, ref pMass);
1176
1177 d.BodySetAutoDisableFlag(Body, true);
1178 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1179
1180
1181 m_interpenetrationcount = 0;
1182 m_collisionscore = 0;
1183 m_disabled = false;
1184
1185 // The body doesn't already have a finite rotation mode set here
1186 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1187 {
1188 createAMotor(m_angularlock);
1189 }
1190 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1191 if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene);
1192 _parent_scene.addActivePrim(this);
1193 }
1194 }
1195 }
1196 }
1197
1198 }
1199
1200 private void ChildSetGeom(OdePrim odePrim)
1201 {
1202 //if (m_isphysical && Body != IntPtr.Zero)
1203 lock (childrenPrim)
1204 {
1205 foreach (OdePrim prm in childrenPrim)
1206 {
1207 //prm.childPrim = true;
1208 prm.disableBody();
1209 //prm.m_taintparent = null;
1210 //prm._parent = null;
1211 //prm.m_taintPhysics = false;
1212 //prm.m_disabled = true;
1213 //prm.childPrim = false;
1214 }
1215 }
1216 disableBody();
1217
1218
1219 if (Body != IntPtr.Zero)
1220 {
1221 _parent_scene.remActivePrim(this);
1222 }
1223
1224 lock (childrenPrim)
1225 {
1226 foreach (OdePrim prm in childrenPrim)
1227 {
1228//Console.WriteLine("ChildSetGeom calls ParentPrim");
1229 ParentPrim(prm);
1230 }
1231 }
1232
1233 }
1234
1235 private void ChildDelink(OdePrim odePrim)
1236 {
1237 // Okay, we have a delinked child.. need to rebuild the body.
1238 lock (childrenPrim)
1239 {
1240 foreach (OdePrim prm in childrenPrim)
1241 {
1242 prm.childPrim = true;
1243 prm.disableBody();
1244 //prm.m_taintparent = null;
1245 //prm._parent = null;
1246 //prm.m_taintPhysics = false;
1247 //prm.m_disabled = true;
1248 //prm.childPrim = false;
1249 }
1250 }
1251 disableBody();
1252
1253 lock (childrenPrim)
1254 {
1255 //Console.WriteLine("childrenPrim.Remove " + odePrim);
1256 childrenPrim.Remove(odePrim);
1257 }
1258
1259
1260
1261
1262 if (Body != IntPtr.Zero)
1263 {
1264 _parent_scene.remActivePrim(this);
1265 }
1266
1267
1268
1269 lock (childrenPrim)
1270 {
1271 foreach (OdePrim prm in childrenPrim)
1272 {
1273//Console.WriteLine("ChildDelink calls ParentPrim");
1274 ParentPrim(prm);
1275 }
1276 }
1277
1278
1279 }
1280
1281 private void changeSelectedStatus(float timestep)
1282 {
1283 if (m_taintselected)
1284 {
1285 m_collisionCategories = CollisionCategories.Selected;
1286 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1287
1288 // We do the body disable soft twice because 'in theory' a collision could have happened
1289 // in between the disabling and the collision properties setting
1290 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1291 // through the ground.
1292
1293 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1294 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1295 // so that causes the selected part to wake up and continue moving.
1296
1297 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1298 // assembly will stop simulating during the selection, because of the lack of atomicity
1299 // of select operations (their processing could be interrupted by a thread switch, causing
1300 // simulation to continue before all of the selected object notifications trickle down to
1301 // the physics engine).
1302
1303 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1304 // selected and disabled. then, due to a thread switch, the selection processing is
1305 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1306 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1307 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1308 // up, start simulating again, which in turn wakes up the last 50.
1309
1310 if (m_isphysical)
1311 {
1312 disableBodySoft();
1313 }
1314
1315 if (prim_geom != IntPtr.Zero)
1316 {
1317 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1318 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1319 }
1320
1321 if (m_isphysical)
1322 {
1323 disableBodySoft();
1324 }
1325 }
1326 else
1327 {
1328 m_collisionCategories = CollisionCategories.Geom;
1329
1330 if (m_isphysical)
1331 m_collisionCategories |= CollisionCategories.Body;
1332
1333 m_collisionFlags = m_default_collisionFlags;
1334
1335 if (m_collidesLand)
1336 m_collisionFlags |= CollisionCategories.Land;
1337 if (m_collidesWater)
1338 m_collisionFlags |= CollisionCategories.Water;
1339
1340 if (prim_geom != IntPtr.Zero)
1341 {
1342 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1343 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1344 }
1345 if (m_isphysical)
1346 {
1347 if (Body != IntPtr.Zero)
1348 {
1349 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1350 d.BodySetForce(Body, 0, 0, 0);
1351 enableBodySoft();
1352 }
1353 }
1354 }
1355
1356 resetCollisionAccounting();
1357 m_isSelected = m_taintselected;
1358 }//end changeSelectedStatus
1359
1360 public void ResetTaints()
1361 {
1362 m_taintposition = _position;
1363 m_taintrot = _orientation;
1364 m_taintPhysics = m_isphysical;
1365 m_taintselected = m_isSelected;
1366 m_taintsize = _size;
1367 m_taintshape = false;
1368 m_taintforce = false;
1369 m_taintdisable = false;
1370 m_taintVelocity = Vector3.Zero;
1371 }
1372
1373 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1374 {
1375//Console.WriteLine("CreateGeom:");
1376 if (_mesh != null)
1377 {
1378 setMesh(_parent_scene, _mesh);
1379 }
1380 else
1381 {
1382 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1383 {
1384 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1385 {
1386 if (((_size.X / 2f) > 0f))
1387 {
1388 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1389 try
1390 {
1391//Console.WriteLine(" CreateGeom 1");
1392 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1393 }
1394 catch (AccessViolationException)
1395 {
1396 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1397 ode.dunlock(_parent_scene.world);
1398 return;
1399 }
1400 }
1401 else
1402 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1404 try
1405 {
1406//Console.WriteLine(" CreateGeom 2");
1407 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1408 }
1409 catch (AccessViolationException)
1410 {
1411 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1412 ode.dunlock(_parent_scene.world);
1413 return;
1414 }
1415 }
1416 }
1417 else
1418 {
1419 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1420 try
1421 {
1422//Console.WriteLine(" CreateGeom 3");
1423 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1424 }
1425 catch (AccessViolationException)
1426 {
1427 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1428 ode.dunlock(_parent_scene.world);
1429 return;
1430 }
1431 }
1432 }
1433
1434 else
1435 {
1436 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1437 try
1438 {
1439//Console.WriteLine(" CreateGeom 4");
1440 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1441 }
1442 catch (AccessViolationException)
1443 {
1444 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1445 ode.dunlock(_parent_scene.world);
1446 return;
1447 }
1448 }
1449 }
1450 }
1451
1452 public void changeadd(float timestep)
1453 {
1454 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1455 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1456
1457 if (targetspace == IntPtr.Zero)
1458 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1459
1460 m_targetSpace = targetspace;
1461
1462 if (_mesh == null)
1463 {
1464 if (_parent_scene.needsMeshing(_pbs))
1465 {
1466 // Don't need to re-enable body.. it's done in SetMesh
1467 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1468 // createmesh returns null when it's a shape that isn't a cube.
1469 // m_log.Debug(m_localID);
1470 }
1471 }
1472
1473
1474 lock (_parent_scene.OdeLock)
1475 {
1476//Console.WriteLine("changeadd 1");
1477 CreateGeom(m_targetSpace, _mesh);
1478
1479 if (prim_geom != IntPtr.Zero)
1480 {
1481 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1482 d.Quaternion myrot = new d.Quaternion();
1483 myrot.X = _orientation.X;
1484 myrot.Y = _orientation.Y;
1485 myrot.Z = _orientation.Z;
1486 myrot.W = _orientation.W;
1487 d.GeomSetQuaternion(prim_geom, ref myrot);
1488 }
1489
1490 if (m_isphysical && Body == IntPtr.Zero)
1491 {
1492 enableBody();
1493 }
1494 }
1495
1496 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1497 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1498
1499 changeSelectedStatus(timestep);
1500
1501 m_taintadd = false;
1502 }
1503
1504 public void changemove(float timestep)
1505 {
1506 if (m_isphysical)
1507 {
1508
1509 if (!m_disabled && !m_taintremove && !childPrim)
1510 {
1511 if (Body == IntPtr.Zero)
1512 enableBody();
1513 //Prim auto disable after 20 frames,
1514 //if you move it, re-enable the prim manually.
1515 if (_parent != null)
1516 {
1517 if (m_linkJoint != IntPtr.Zero)
1518 {
1519 d.JointDestroy(m_linkJoint);
1520 m_linkJoint = IntPtr.Zero;
1521 }
1522 }
1523 if (Body != IntPtr.Zero)
1524 {
1525 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1526
1527 if (_parent != null)
1528 {
1529 OdePrim odParent = (OdePrim)_parent;
1530 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1531 {
1532// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1533Console.WriteLine(" JointCreateFixed");
1534 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1535 d.JointAttach(m_linkJoint, Body, odParent.Body);
1536 d.JointSetFixed(m_linkJoint);
1537 }
1538 }
1539 d.BodyEnable(Body);
1540 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1541 {
1542 m_vehicle.Enable(Body, _parent_scene);
1543 }
1544 }
1545 else
1546 {
1547 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1548 }
1549 }
1550 //else
1551 // {
1552 //m_log.Debug("[BUG]: race!");
1553 //}
1554 }
1555 else
1556 {
1557 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1558 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1559 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1560
1561 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1562 m_targetSpace = tempspace;
1563
1564 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1565 if (prim_geom != IntPtr.Zero)
1566 {
1567 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1568
1569 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1570 d.SpaceAdd(m_targetSpace, prim_geom);
1571 }
1572 }
1573
1574 changeSelectedStatus(timestep);
1575
1576 resetCollisionAccounting();
1577 m_taintposition = _position;
1578 }
1579
1580 public void Move(float timestep)
1581 {
1582 float fx = 0;
1583 float fy = 0;
1584 float fz = 0;
1585
1586 frcount++; // used to limit debug comment output
1587 if (frcount > 100)
1588 frcount = 0;
1589
1590 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1591 {
1592//if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1593 // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1594 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1595 {
1596 // 'VEHICLES' are dealt with in ODEDynamics.cs
1597 m_vehicle.Step(timestep, _parent_scene);
1598 }
1599 else
1600 {
1601 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1602 // NON-'VEHICLES' are dealt with here
1603 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
1604 {
1605 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
1606 if (m_angularlock.X == 1)
1607 avel2.X = 0;
1608 if (m_angularlock.Y == 1)
1609 avel2.Y = 0;
1610 if (m_angularlock.Z == 1)
1611 avel2.Z = 0;
1612 d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
1613 }
1614 //float PID_P = 900.0f;
1615
1616 float m_mass = CalculateMass();
1617
1618// fz = 0f;
1619 //m_log.Info(m_collisionFlags.ToString());
1620
1621
1622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
1623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1624 // NB Prims in ODE are no subject to global gravity
1625 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1626
1627 if (m_usePID)
1628 {
1629//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1630 // KF - this is for object MoveToTarget.
1631
1632 //if (!d.BodyIsEnabled(Body))
1633 //d.BodySetForce(Body, 0f, 0f, 0f);
1634
1635 // no lock; for now it's only called from within Simulate()
1636
1637 // If the PID Controller isn't active then we set our force
1638 // calculating base velocity to the current position
1639
1640 if ((m_PIDTau < 1) && (m_PIDTau != 0))
1641 {
1642 //PID_G = PID_G / m_PIDTau;
1643 m_PIDTau = 1;
1644 }
1645
1646 if ((PID_G - m_PIDTau) <= 0)
1647 {
1648 PID_G = m_PIDTau + 1;
1649 }
1650 //PidStatus = true;
1651
1652 // PhysicsVector vec = new PhysicsVector();
1653 d.Vector3 vel = d.BodyGetLinearVel(Body);
1654
1655 d.Vector3 pos = d.BodyGetPosition(Body);
1656 _target_velocity =
1657 new Vector3(
1658 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
1659 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
1660 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
1661 );
1662
1663 // if velocity is zero, use position control; otherwise, velocity control
1664
1665 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
1666 {
1667 // keep track of where we stopped. No more slippin' & slidin'
1668
1669 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1670 // react to the physics scene by moving it's position.
1671 // Avatar to Avatar collisions
1672 // Prim to avatar collisions
1673
1674 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
1675 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
1676 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1677 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
1678 d.BodySetLinearVel(Body, 0, 0, 0);
1679 d.BodyAddForce(Body, 0, 0, fz);
1680 return;
1681 }
1682 else
1683 {
1684 _zeroFlag = false;
1685
1686 // We're flying and colliding with something
1687 fx = ((_target_velocity.X) - vel.X) * (PID_D);
1688 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
1689
1690 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
1691
1692 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1693 }
1694 } // end if (m_usePID)
1695
1696 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
1697 if (m_useHoverPID && !m_usePID)
1698 {
1699//Console.WriteLine("Hover " + m_primName);
1700
1701 // If we're using the PID controller, then we have no gravity
1702 fz = (-1 * _parent_scene.gravityz) * m_mass;
1703
1704 // no lock; for now it's only called from within Simulate()
1705
1706 // If the PID Controller isn't active then we set our force
1707 // calculating base velocity to the current position
1708
1709 if ((m_PIDTau < 1))
1710 {
1711 PID_G = PID_G / m_PIDTau;
1712 }
1713
1714 if ((PID_G - m_PIDTau) <= 0)
1715 {
1716 PID_G = m_PIDTau + 1;
1717 }
1718
1719
1720 // Where are we, and where are we headed?
1721 d.Vector3 pos = d.BodyGetPosition(Body);
1722 d.Vector3 vel = d.BodyGetLinearVel(Body);
1723
1724
1725 // Non-Vehicles have a limited set of Hover options.
1726 // determine what our target height really is based on HoverType
1727 switch (m_PIDHoverType)
1728 {
1729 case PIDHoverType.Ground:
1730 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1731 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1732 break;
1733 case PIDHoverType.GroundAndWater:
1734 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1735 m_waterHeight = _parent_scene.GetWaterLevel();
1736 if (m_groundHeight > m_waterHeight)
1737 {
1738 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1739 }
1740 else
1741 {
1742 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
1743 }
1744 break;
1745
1746 } // end switch (m_PIDHoverType)
1747
1748
1749 _target_velocity =
1750 new Vector3(0.0f, 0.0f,
1751 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
1752 );
1753
1754 // if velocity is zero, use position control; otherwise, velocity control
1755
1756 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
1757 {
1758 // keep track of where we stopped. No more slippin' & slidin'
1759
1760 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1761 // react to the physics scene by moving it's position.
1762 // Avatar to Avatar collisions
1763 // Prim to avatar collisions
1764
1765 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1766 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1767 d.BodyAddForce(Body, 0, 0, fz);
1768 //KF this prevents furthur motions return;
1769 }
1770 else
1771 {
1772 _zeroFlag = false;
1773
1774 // We're flying and colliding with something
1775 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1776 }
1777 } // end m_useHoverPID && !m_usePID
1778
1779 if (m_useAPID)
1780 {
1781 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1782 // Quaternion m_APIDTarget
1783 // float m_APIDStrength // From SL experiments, this is the time to get there
1784 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1785 // Also in SL the mass of the object has no effect on time to get there.
1786 // Factors:
1787//if(frcount == 0) Console.WriteLine("APID ");
1788 // get present body rotation
1789 float limit = 1.0f;
1790 float scaler = 50f; // adjusts damping time
1791 float RLAservo = 0f;
1792
1793 d.Quaternion rot = d.BodyGetQuaternion(Body);
1794 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1795 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1796 float diff_angle;
1797 Vector3 diff_axis;
1798 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1799 diff_axis.Normalize();
1800 if(diff_angle > 0.01f) // diff_angle is always +ve
1801 {
1802// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1803 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1804 rotforce = rotforce * rotq;
1805 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1806// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1807 // rotforce = rotforce * RLAservo * diff_angle ;
1808 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1809 RLAservo = timestep / m_APIDStrength * scaler;
1810 rotforce = rotforce * RLAservo * diff_angle ;
1811 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1812//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1813 }
1814//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1815 } // end m_useAPID
1816
1817 fx *= m_mass;
1818 fy *= m_mass;
1819 //fz *= m_mass;
1820
1821 fx += m_force.X;
1822 fy += m_force.Y;
1823 fz += m_force.Z;
1824
1825 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
1826 if (fx != 0 || fy != 0 || fz != 0)
1827 {
1828 //m_taintdisable = true;
1829 //base.RaiseOutOfBounds(Position);
1830 //d.BodySetLinearVel(Body, fx, fy, 0f);
1831 if (!d.BodyIsEnabled(Body))
1832 {
1833 // A physical body at rest on a surface will auto-disable after a while,
1834 // this appears to re-enable it incase the surface it is upon vanishes,
1835 // and the body should fall again.
1836 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1837 d.BodySetForce(Body, 0, 0, 0);
1838 enableBodySoft();
1839 }
1840
1841 // 35x10 = 350n times the mass per second applied maximum.
1842 float nmax = 35f * m_mass;
1843 float nmin = -35f * m_mass;
1844
1845
1846 if (fx > nmax)
1847 fx = nmax;
1848 if (fx < nmin)
1849 fx = nmin;
1850 if (fy > nmax)
1851 fy = nmax;
1852 if (fy < nmin)
1853 fy = nmin;
1854 d.BodyAddForce(Body, fx, fy, fz);
1855//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
1856 }
1857 }
1858 }
1859 else
1860 { // is not physical, or is not a body or is selected
1861 // _zeroPosition = d.BodyGetPosition(Body);
1862 return;
1863//Console.WriteLine("Nothing " + m_primName);
1864
1865 }
1866 }
1867
1868
1869
1870 public void rotate(float timestep)
1871 {
1872 d.Quaternion myrot = new d.Quaternion();
1873 myrot.X = _orientation.X;
1874 myrot.Y = _orientation.Y;
1875 myrot.Z = _orientation.Z;
1876 myrot.W = _orientation.W;
1877 if (Body != IntPtr.Zero)
1878 {
1879 // KF: If this is a root prim do BodySet
1880 d.BodySetQuaternion(Body, ref myrot);
1881 if (m_isphysical)
1882 {
1883 if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
1884 createAMotor(m_angularlock);
1885 }
1886 }
1887 else
1888 {
1889 // daughter prim, do Geom set
1890 d.GeomSetQuaternion(prim_geom, ref myrot);
1891 }
1892
1893 resetCollisionAccounting();
1894 m_taintrot = _orientation;
1895 }
1896
1897 private void resetCollisionAccounting()
1898 {
1899 m_collisionscore = 0;
1900 m_interpenetrationcount = 0;
1901 m_disabled = false;
1902 }
1903
1904 public void changedisable(float timestep)
1905 {
1906 m_disabled = true;
1907 if (Body != IntPtr.Zero)
1908 {
1909 d.BodyDisable(Body);
1910 Body = IntPtr.Zero;
1911 }
1912
1913 m_taintdisable = false;
1914 }
1915
1916 public void changePhysicsStatus(float timestep)
1917 {
1918 if (m_isphysical == true)
1919 {
1920 if (Body == IntPtr.Zero)
1921 {
1922 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1923 {
1924 changeshape(2f);
1925 }
1926 else
1927 {
1928 enableBody();
1929 }
1930 }
1931 }
1932 else
1933 {
1934 if (Body != IntPtr.Zero)
1935 {
1936 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1937 {
1938
1939
1940 if (prim_geom != IntPtr.Zero)
1941 {
1942 try
1943 {
1944 d.GeomDestroy(prim_geom);
1945 prim_geom = IntPtr.Zero;
1946 _mesh = null;
1947 }
1948 catch (System.AccessViolationException)
1949 {
1950 prim_geom = IntPtr.Zero;
1951 m_log.Error("[PHYSICS]: PrimGeom dead");
1952 }
1953 }
1954//Console.WriteLine("changePhysicsStatus for " + m_primName );
1955 changeadd(2f);
1956 }
1957 if (childPrim)
1958 {
1959 if (_parent != null)
1960 {
1961 OdePrim parent = (OdePrim)_parent;
1962 parent.ChildDelink(this);
1963 }
1964 }
1965 else
1966 {
1967 disableBody();
1968 }
1969 }
1970 }
1971
1972 changeSelectedStatus(timestep);
1973
1974 resetCollisionAccounting();
1975 m_taintPhysics = m_isphysical;
1976 }
1977
1978 public void changesize(float timestamp)
1979 {
1980
1981 string oldname = _parent_scene.geom_name_map[prim_geom];
1982
1983 if (_size.X <= 0) _size.X = 0.01f;
1984 if (_size.Y <= 0) _size.Y = 0.01f;
1985 if (_size.Z <= 0) _size.Z = 0.01f;
1986
1987 // Cleanup of old prim geometry
1988 if (_mesh != null)
1989 {
1990 // Cleanup meshing here
1991 }
1992 //kill body to rebuild
1993 if (IsPhysical && Body != IntPtr.Zero)
1994 {
1995 if (childPrim)
1996 {
1997 if (_parent != null)
1998 {
1999 OdePrim parent = (OdePrim)_parent;
2000 parent.ChildDelink(this);
2001 }
2002 }
2003 else
2004 {
2005 disableBody();
2006 }
2007 }
2008 if (d.SpaceQuery(m_targetSpace, prim_geom))
2009 {
2010 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2011 d.SpaceRemove(m_targetSpace, prim_geom);
2012 }
2013 d.GeomDestroy(prim_geom);
2014 prim_geom = IntPtr.Zero;
2015 // we don't need to do space calculation because the client sends a position update also.
2016
2017 // Construction of new prim
2018 if (_parent_scene.needsMeshing(_pbs))
2019 {
2020 float meshlod = _parent_scene.meshSculptLOD;
2021
2022 if (IsPhysical)
2023 meshlod = _parent_scene.MeshSculptphysicalLOD;
2024 // Don't need to re-enable body.. it's done in SetMesh
2025
2026 IMesh mesh = null;
2027
2028 if (_parent_scene.needsMeshing(_pbs))
2029 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2030
2031 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2032//Console.WriteLine("changesize 1");
2033 CreateGeom(m_targetSpace, mesh);
2034
2035
2036 }
2037 else
2038 {
2039 _mesh = null;
2040//Console.WriteLine("changesize 2");
2041 CreateGeom(m_targetSpace, _mesh);
2042 }
2043
2044 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2045 d.Quaternion myrot = new d.Quaternion();
2046 myrot.X = _orientation.X;
2047 myrot.Y = _orientation.Y;
2048 myrot.Z = _orientation.Z;
2049 myrot.W = _orientation.W;
2050 d.GeomSetQuaternion(prim_geom, ref myrot);
2051
2052 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2053 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2054 {
2055 // Re creates body on size.
2056 // EnableBody also does setMass()
2057 enableBody();
2058 d.BodyEnable(Body);
2059 }
2060
2061 _parent_scene.geom_name_map[prim_geom] = oldname;
2062
2063 changeSelectedStatus(timestamp);
2064 if (childPrim)
2065 {
2066 if (_parent is OdePrim)
2067 {
2068 OdePrim parent = (OdePrim)_parent;
2069 parent.ChildSetGeom(this);
2070 }
2071 }
2072 resetCollisionAccounting();
2073 m_taintsize = _size;
2074 }
2075
2076
2077
2078 public void changefloatonwater(float timestep)
2079 {
2080 m_collidesWater = m_taintCollidesWater;
2081
2082 if (prim_geom != IntPtr.Zero)
2083 {
2084 if (m_collidesWater)
2085 {
2086 m_collisionFlags |= CollisionCategories.Water;
2087 }
2088 else
2089 {
2090 m_collisionFlags &= ~CollisionCategories.Water;
2091 }
2092 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2093 }
2094 }
2095
2096 public void changeshape(float timestamp)
2097 {
2098 string oldname = _parent_scene.geom_name_map[prim_geom];
2099
2100 // Cleanup of old prim geometry and Bodies
2101 if (IsPhysical && Body != IntPtr.Zero)
2102 {
2103 if (childPrim)
2104 {
2105 if (_parent != null)
2106 {
2107 OdePrim parent = (OdePrim)_parent;
2108 parent.ChildDelink(this);
2109 }
2110 }
2111 else
2112 {
2113 disableBody();
2114 }
2115 }
2116 try
2117 {
2118 d.GeomDestroy(prim_geom);
2119 }
2120 catch (System.AccessViolationException)
2121 {
2122 prim_geom = IntPtr.Zero;
2123 m_log.Error("[PHYSICS]: PrimGeom dead");
2124 }
2125 prim_geom = IntPtr.Zero;
2126 // we don't need to do space calculation because the client sends a position update also.
2127 if (_size.X <= 0) _size.X = 0.01f;
2128 if (_size.Y <= 0) _size.Y = 0.01f;
2129 if (_size.Z <= 0) _size.Z = 0.01f;
2130 // Construction of new prim
2131
2132 if (_parent_scene.needsMeshing(_pbs))
2133 {
2134 // Don't need to re-enable body.. it's done in SetMesh
2135 float meshlod = _parent_scene.meshSculptLOD;
2136
2137 if (IsPhysical)
2138 meshlod = _parent_scene.MeshSculptphysicalLOD;
2139
2140 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2141 // createmesh returns null when it doesn't mesh.
2142 CreateGeom(m_targetSpace, mesh);
2143 }
2144 else
2145 {
2146 _mesh = null;
2147//Console.WriteLine("changeshape");
2148 CreateGeom(m_targetSpace, null);
2149 }
2150
2151 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2152 d.Quaternion myrot = new d.Quaternion();
2153 //myrot.W = _orientation.w;
2154 myrot.W = _orientation.W;
2155 myrot.X = _orientation.X;
2156 myrot.Y = _orientation.Y;
2157 myrot.Z = _orientation.Z;
2158 d.GeomSetQuaternion(prim_geom, ref myrot);
2159
2160 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2161 if (IsPhysical && Body == IntPtr.Zero)
2162 {
2163 // Re creates body on size.
2164 // EnableBody also does setMass()
2165 enableBody();
2166 if (Body != IntPtr.Zero)
2167 {
2168 d.BodyEnable(Body);
2169 }
2170 }
2171 _parent_scene.geom_name_map[prim_geom] = oldname;
2172
2173 changeSelectedStatus(timestamp);
2174 if (childPrim)
2175 {
2176 if (_parent is OdePrim)
2177 {
2178 OdePrim parent = (OdePrim)_parent;
2179 parent.ChildSetGeom(this);
2180 }
2181 }
2182 resetCollisionAccounting();
2183 m_taintshape = false;
2184 }
2185
2186 public void changeAddForce(float timestamp)
2187 {
2188 if (!m_isSelected)
2189 {
2190 lock (m_forcelist)
2191 {
2192 //m_log.Info("[PHYSICS]: dequeing forcelist");
2193 if (IsPhysical)
2194 {
2195 Vector3 iforce = Vector3.Zero;
2196 int i = 0;
2197 try
2198 {
2199 for (i = 0; i < m_forcelist.Count; i++)
2200 {
2201
2202 iforce = iforce + (m_forcelist[i] * 100);
2203 }
2204 }
2205 catch (IndexOutOfRangeException)
2206 {
2207 m_forcelist = new List<Vector3>();
2208 m_collisionscore = 0;
2209 m_interpenetrationcount = 0;
2210 m_taintforce = false;
2211 return;
2212 }
2213 catch (ArgumentOutOfRangeException)
2214 {
2215 m_forcelist = new List<Vector3>();
2216 m_collisionscore = 0;
2217 m_interpenetrationcount = 0;
2218 m_taintforce = false;
2219 return;
2220 }
2221 d.BodyEnable(Body);
2222 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2223 }
2224 m_forcelist.Clear();
2225 }
2226
2227 m_collisionscore = 0;
2228 m_interpenetrationcount = 0;
2229 }
2230
2231 m_taintforce = false;
2232
2233 }
2234
2235
2236
2237 public void changeSetTorque(float timestamp)
2238 {
2239 if (!m_isSelected)
2240 {
2241 if (IsPhysical && Body != IntPtr.Zero)
2242 {
2243 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2244 }
2245 }
2246
2247 m_taintTorque = Vector3.Zero;
2248 }
2249
2250 public void changeAddAngularForce(float timestamp)
2251 {
2252 if (!m_isSelected)
2253 {
2254 lock (m_angularforcelist)
2255 {
2256 //m_log.Info("[PHYSICS]: dequeing forcelist");
2257 if (IsPhysical)
2258 {
2259 Vector3 iforce = Vector3.Zero;
2260 for (int i = 0; i < m_angularforcelist.Count; i++)
2261 {
2262 iforce = iforce + (m_angularforcelist[i] * 100);
2263 }
2264 d.BodyEnable(Body);
2265 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2266
2267 }
2268 m_angularforcelist.Clear();
2269 }
2270
2271 m_collisionscore = 0;
2272 m_interpenetrationcount = 0;
2273 }
2274
2275 m_taintaddangularforce = false;
2276 }
2277
2278 private void changevelocity(float timestep)
2279 {
2280 if (!m_isSelected)
2281 {
2282 Thread.Sleep(20);
2283 if (IsPhysical)
2284 {
2285 if (Body != IntPtr.Zero)
2286 {
2287 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2288 }
2289 }
2290
2291 //resetCollisionAccounting();
2292 }
2293 m_taintVelocity = Vector3.Zero;
2294 }
2295
2296 public override bool IsPhysical
2297 {
2298 get { return m_isphysical; }
2299 set
2300 {
2301 m_isphysical = value;
2302 if (!m_isphysical)
2303 { // Zero the remembered last velocity
2304 m_lastVelocity = Vector3.Zero;
2305 if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Halt();
2306 }
2307 }
2308 }
2309
2310 public void setPrimForRemoval()
2311 {
2312 m_taintremove = true;
2313 }
2314
2315 public override bool Flying
2316 {
2317 // no flying prims for you
2318 get { return false; }
2319 set { }
2320 }
2321
2322 public override bool IsColliding
2323 {
2324 get { return iscolliding; }
2325 set { iscolliding = value; }
2326 }
2327
2328 public override bool CollidingGround
2329 {
2330 get { return false; }
2331 set { return; }
2332 }
2333
2334 public override bool CollidingObj
2335 {
2336 get { return false; }
2337 set { return; }
2338 }
2339
2340 public override bool ThrottleUpdates
2341 {
2342 get { return m_throttleUpdates; }
2343 set { m_throttleUpdates = value; }
2344 }
2345
2346 public override bool Stopped
2347 {
2348 get { return _zeroFlag; }
2349 }
2350
2351 public override Vector3 Position
2352 {
2353 get { return _position; }
2354
2355 set { _position = value;
2356 //m_log.Info("[PHYSICS]: " + _position.ToString());
2357 }
2358 }
2359
2360 public override Vector3 Size
2361 {
2362 get { return _size; }
2363 set
2364 {
2365 if (value.IsFinite())
2366 {
2367 _size = value;
2368 }
2369 else
2370 {
2371 m_log.Warn("[PHYSICS]: Got NaN Size on object");
2372 }
2373 }
2374 }
2375
2376 public override float Mass
2377 {
2378 get { return CalculateMass(); }
2379 }
2380
2381 public override Vector3 Force
2382 {
2383 //get { return Vector3.Zero; }
2384 get { return m_force; }
2385 set
2386 {
2387 if (value.IsFinite())
2388 {
2389 m_force = value;
2390 }
2391 else
2392 {
2393 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
2394 }
2395 }
2396 }
2397
2398 public override int VehicleType
2399 {
2400 get { return (int)m_vehicle.Type; }
2401 set { m_vehicle.ProcessTypeChange((Vehicle)value); }
2402 }
2403
2404 public override void VehicleFloatParam(int param, float value)
2405 {
2406 m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
2407 }
2408
2409 public override void VehicleVectorParam(int param, Vector3 value)
2410 {
2411 m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
2412 }
2413
2414 public override void VehicleRotationParam(int param, Quaternion rotation)
2415 {
2416 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
2417 }
2418
2419 public override void VehicleFlags(int flags, bool remove)
2420 {
2421 if (!remove)
2422 VehicleFlagsSet(flags);
2423 else
2424 VehicleFlagsRemove(flags);
2425 }
2426
2427 public override void VehicleFlagsSet(int flags)
2428 {
2429 m_vehicle.ProcessFlagsVehicleSet(flags);
2430 }
2431
2432 public override void VehicleFlagsRemove(int flags)
2433 {
2434 m_vehicle.ProcessFlagsVehicleRemove(flags);
2435 }
2436
2437 public override void SetVolumeDetect(int param)
2438 {
2439 lock (_parent_scene.OdeLock)
2440 {
2441 m_isVolumeDetect = (param!=0);
2442 }
2443 }
2444
2445 public override Vector3 CenterOfMass
2446 {
2447 get { return Vector3.Zero; }
2448 }
2449
2450 public override Vector3 GeometricCenter
2451 {
2452 get { return Vector3.Zero; }
2453 }
2454
2455 public override PrimitiveBaseShape Shape
2456 {
2457 set
2458 {
2459 _pbs = value;
2460 m_taintshape = true;
2461 }
2462 }
2463
2464 public override Vector3 Velocity
2465 {
2466 get
2467 {
2468 // Averate previous velocity with the new one so
2469 // client object interpolation works a 'little' better
2470 if (_zeroFlag)
2471 return Vector3.Zero;
2472
2473 Vector3 returnVelocity = Vector3.Zero;
2474 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
2475 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
2476 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
2477 return returnVelocity;
2478 }
2479 set
2480 {
2481 if (value.IsFinite())
2482 {
2483 _velocity = value;
2484
2485 m_taintVelocity = value;
2486 _parent_scene.AddPhysicsActorTaint(this);
2487 }
2488 else
2489 {
2490 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
2491 }
2492
2493 }
2494 }
2495
2496 public override Vector3 Torque
2497 {
2498 get
2499 {
2500 if (!m_isphysical || Body == IntPtr.Zero)
2501 return Vector3.Zero;
2502
2503 return _torque;
2504 }
2505
2506 set
2507 {
2508 if (value.IsFinite())
2509 {
2510 m_taintTorque = value;
2511 _parent_scene.AddPhysicsActorTaint(this);
2512 }
2513 else
2514 {
2515 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
2516 }
2517 }
2518 }
2519
2520 public override float CollisionScore
2521 {
2522 get { return m_collisionscore; }
2523 set { m_collisionscore = value; }
2524 }
2525
2526 public override bool Kinematic
2527 {
2528 get { return false; }
2529 set { }
2530 }
2531
2532 public override Quaternion Orientation
2533 {
2534 get { return _orientation; }
2535 set
2536 {
2537 if (QuaternionIsFinite(value))
2538 {
2539 _orientation = value;
2540 }
2541 else
2542 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
2543
2544 }
2545 }
2546
2547 internal static bool QuaternionIsFinite(Quaternion q)
2548 {
2549 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
2550 return false;
2551 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
2552 return false;
2553 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
2554 return false;
2555 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
2556 return false;
2557 return true;
2558 }
2559
2560 public override Vector3 Acceleration
2561 {
2562 get { return _acceleration; }
2563 }
2564
2565
2566 public void SetAcceleration(Vector3 accel)
2567 {
2568 _acceleration = accel;
2569 }
2570
2571 public override void AddForce(Vector3 force, bool pushforce)
2572 {
2573 if (force.IsFinite())
2574 {
2575 lock (m_forcelist)
2576 m_forcelist.Add(force);
2577
2578 m_taintforce = true;
2579 }
2580 else
2581 {
2582 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
2583 }
2584 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
2585 }
2586
2587 public override void AddAngularForce(Vector3 force, bool pushforce)
2588 {
2589 if (force.IsFinite())
2590 {
2591 m_angularforcelist.Add(force);
2592 m_taintaddangularforce = true;
2593 }
2594 else
2595 {
2596 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
2597 }
2598 }
2599
2600 public override Vector3 RotationalVelocity
2601 {
2602 get
2603 {
2604/* Vector3 pv = Vector3.Zero;
2605 if (_zeroFlag)
2606 return pv;
2607 m_lastUpdateSent = false;
2608
2609 if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
2610 return pv;
2611*/
2612 return m_rotationalVelocity;
2613 }
2614 set
2615 {
2616 if (value.IsFinite())
2617 {
2618 m_rotationalVelocity = value;
2619 }
2620 else
2621 {
2622 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
2623 }
2624 }
2625 }
2626
2627 public override void CrossingFailure()
2628 {
2629 m_crossingfailures++;
2630 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2631 {
2632 base.RaiseOutOfBounds(_position);
2633 return;
2634 }
2635 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2636 {
2637 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
2638 }
2639 }
2640
2641 public override float Buoyancy
2642 {
2643 get { return m_buoyancy; }
2644 set { m_buoyancy = value; }
2645 }
2646
2647 public override void link(PhysicsActor obj)
2648 {
2649 m_taintparent = obj;
2650 }
2651
2652 public override void delink()
2653 {
2654 m_taintparent = null;
2655 }
2656
2657 public override void LockAngularMotion(Vector3 axis)
2658 {
2659 // reverse the zero/non zero values for ODE.
2660 if (axis.IsFinite())
2661 {
2662 axis.X = (axis.X > 0) ? 1f : 0f;
2663 axis.Y = (axis.Y > 0) ? 1f : 0f;
2664 axis.Z = (axis.Z > 0) ? 1f : 0f;
2665 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
2666 m_taintAngularLock = axis;
2667 }
2668 else
2669 {
2670 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
2671 }
2672 }
2673
2674 public void UpdatePositionAndVelocity()
2675 {
2676 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2677 if (_parent == null)
2678 {
2679 Vector3 pv = Vector3.Zero;
2680 bool lastZeroFlag = _zeroFlag;
2681 if (Body != (IntPtr)0) // FIXME -> or if it is a joint
2682 {
2683 d.Vector3 vec = d.BodyGetPosition(Body);
2684 d.Quaternion ori = d.BodyGetQuaternion(Body);
2685 d.Vector3 vel = d.BodyGetLinearVel(Body);
2686 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2687 d.Vector3 torque = d.BodyGetTorque(Body);
2688 _torque = new Vector3(torque.X, torque.Y, torque.Z);
2689 Vector3 l_position = Vector3.Zero;
2690 Quaternion l_orientation = Quaternion.Identity;
2691
2692 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
2693 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2694 //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2695 //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2696 //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2697
2698 m_lastposition = _position;
2699 m_lastorientation = _orientation;
2700
2701 l_position.X = vec.X;
2702 l_position.Y = vec.Y;
2703 l_position.Z = vec.Z;
2704 l_orientation.X = ori.X;
2705 l_orientation.Y = ori.Y;
2706 l_orientation.Z = ori.Z;
2707 l_orientation.W = ori.W;
2708
2709// if(l_position.Y != m_lastposition.Y){
2710// Console.WriteLine("UP&V {0} {1}", m_primName, l_position);
2711// }
2712
2713 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)
2714 {
2715 //base.RaiseOutOfBounds(l_position);
2716
2717 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2718 {
2719 _position = l_position;
2720 //_parent_scene.remActivePrim(this);
2721 if (_parent == null)
2722 base.RequestPhysicsterseUpdate();
2723 return;
2724 }
2725 else
2726 {
2727 if (_parent == null)
2728 base.RaiseOutOfBounds(l_position);
2729 return;
2730 }
2731 }
2732
2733 if (l_position.Z < 0)
2734 {
2735 // This is so prim that get lost underground don't fall forever and suck up
2736 //
2737 // Sim resources and memory.
2738 // Disables the prim's movement physics....
2739 // It's a hack and will generate a console message if it fails.
2740
2741 //IsPhysical = false;
2742 if (_parent == null)
2743 base.RaiseOutOfBounds(_position);
2744
2745 _acceleration.X = 0;
2746 _acceleration.Y = 0;
2747 _acceleration.Z = 0;
2748
2749 _velocity.X = 0;
2750 _velocity.Y = 0;
2751 _velocity.Z = 0;
2752 m_rotationalVelocity.X = 0;
2753 m_rotationalVelocity.Y = 0;
2754 m_rotationalVelocity.Z = 0;
2755
2756 if (_parent == null)
2757 base.RequestPhysicsterseUpdate();
2758
2759 m_throttleUpdates = false;
2760 throttleCounter = 0;
2761 _zeroFlag = true;
2762 //outofBounds = true;
2763 }
2764
2765 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2766//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
2767 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2768 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
2769 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
2770// && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
2771 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
2772 {
2773 _zeroFlag = true;
2774//Console.WriteLine("ZFT 2");
2775 m_throttleUpdates = false;
2776 }
2777 else
2778 {
2779 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2780 _zeroFlag = false;
2781 m_lastUpdateSent = false;
2782 //m_throttleUpdates = false;
2783 }
2784
2785 if (_zeroFlag)
2786 {
2787 _velocity.X = 0.0f;
2788 _velocity.Y = 0.0f;
2789 _velocity.Z = 0.0f;
2790
2791 _acceleration.X = 0;
2792 _acceleration.Y = 0;
2793 _acceleration.Z = 0;
2794
2795 //_orientation.w = 0f;
2796 //_orientation.X = 0f;
2797 //_orientation.Y = 0f;
2798 //_orientation.Z = 0f;
2799 m_rotationalVelocity.X = 0;
2800 m_rotationalVelocity.Y = 0;
2801 m_rotationalVelocity.Z = 0;
2802 if (!m_lastUpdateSent)
2803 {
2804 m_throttleUpdates = false;
2805 throttleCounter = 0;
2806 m_rotationalVelocity = pv;
2807
2808 if (_parent == null)
2809 {
2810 base.RequestPhysicsterseUpdate();
2811 }
2812
2813 m_lastUpdateSent = true;
2814 }
2815 }
2816 else
2817 {
2818 if (lastZeroFlag != _zeroFlag)
2819 {
2820 if (_parent == null)
2821 {
2822 base.RequestPhysicsterseUpdate();
2823 }
2824 }
2825
2826 m_lastVelocity = _velocity;
2827
2828 _position = l_position;
2829
2830 _velocity.X = vel.X;
2831 _velocity.Y = vel.Y;
2832 _velocity.Z = vel.Z;
2833
2834 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2835 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
2836 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2837
2838// if (_velocity.ApproxEquals(pv, 0.5f)) ???? Disregard rotational vel if lin vel is < 0.5 ?????
2839// {
2840// m_rotationalVelocity = pv;/
2841
2842// }
2843// else
2844// {
2845 m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
2846// }
2847
2848 //m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
2849 _orientation.X = ori.X;
2850 _orientation.Y = ori.Y;
2851 _orientation.Z = ori.Z;
2852 _orientation.W = ori.W;
2853 m_lastUpdateSent = false;
2854 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
2855 {
2856 if (_parent == null)
2857 {
2858 base.RequestPhysicsterseUpdate();
2859 }
2860 }
2861 else
2862 {
2863 throttleCounter++;
2864 }
2865 }
2866 m_lastposition = l_position;
2867 }
2868 else
2869 {
2870 // Not a body.. so Make sure the client isn't interpolating
2871 _velocity.X = 0;
2872 _velocity.Y = 0;
2873 _velocity.Z = 0;
2874
2875 _acceleration.X = 0;
2876 _acceleration.Y = 0;
2877 _acceleration.Z = 0;
2878
2879 m_rotationalVelocity.X = 0;
2880 m_rotationalVelocity.Y = 0;
2881 m_rotationalVelocity.Z = 0;
2882 _zeroFlag = true;
2883 }
2884 }
2885 }
2886
2887 public override bool FloatOnWater
2888 {
2889 set {
2890 m_taintCollidesWater = value;
2891 _parent_scene.AddPhysicsActorTaint(this);
2892 }
2893 }
2894
2895 public override void SetMomentum(Vector3 momentum)
2896 {
2897 }
2898
2899 public override Vector3 PIDTarget
2900 {
2901 set
2902 {
2903 if (value.IsFinite())
2904 {
2905 m_PIDTarget = value;
2906 }
2907 else
2908 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
2909 }
2910 }
2911 public override bool PIDActive { set { m_usePID = value; } }
2912 public override float PIDTau { set { m_PIDTau = value; } }
2913
2914 // For RotLookAt
2915 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2916 public override bool APIDActive { set { m_useAPID = value; } }
2917 public override float APIDStrength { set { m_APIDStrength = value; } }
2918 public override float APIDDamping { set { m_APIDDamping = value; } }
2919
2920 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2921 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2922 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
2923 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
2924
2925 private void createAMotor(Vector3 axis)
2926 {
2927 if (Body == IntPtr.Zero)
2928 return;
2929
2930 if (Amotor != IntPtr.Zero)
2931 {
2932 d.JointDestroy(Amotor);
2933 Amotor = IntPtr.Zero;
2934 }
2935
2936 float axisnum = 3;
2937
2938 axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
2939
2940 // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z);
2941
2942
2943 // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again.
2944 d.Mass objMass;
2945 d.MassSetZero(out objMass);
2946 DMassCopy(ref pMass, ref objMass);
2947
2948 //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);
2949
2950 Matrix4 dMassMat = FromDMass(objMass);
2951
2952 Matrix4 mathmat = Inverse(dMassMat);
2953
2954 /*
2955 //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]);
2956
2957 mathmat = Inverse(mathmat);
2958
2959
2960 objMass = FromMatrix4(mathmat, ref objMass);
2961 //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);
2962
2963 mathmat = Inverse(mathmat);
2964 */
2965 if (axis.X == 0)
2966 {
2967 mathmat.M33 = 50.0000001f;
2968 //objMass.I.M22 = 0;
2969 }
2970 if (axis.Y == 0)
2971 {
2972 mathmat.M22 = 50.0000001f;
2973 //objMass.I.M11 = 0;
2974 }
2975 if (axis.Z == 0)
2976 {
2977 mathmat.M11 = 50.0000001f;
2978 //objMass.I.M00 = 0;
2979 }
2980
2981
2982
2983 mathmat = Inverse(mathmat);
2984 objMass = FromMatrix4(mathmat, ref objMass);
2985 //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);
2986
2987 //return;
2988 if (d.MassCheck(ref objMass))
2989 {
2990 d.BodySetMass(Body, ref objMass);
2991 }
2992 else
2993 {
2994 //m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
2995 }
2996
2997 if (axisnum <= 0)
2998 return;
2999 // int dAMotorEuler = 1;
3000
3001 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3002 d.JointAttach(Amotor, Body, IntPtr.Zero);
3003 d.JointSetAMotorMode(Amotor, 0);
3004
3005 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3006 int i = 0;
3007
3008 if (axis.X == 0)
3009 {
3010 d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
3011 i++;
3012 }
3013
3014 if (axis.Y == 0)
3015 {
3016 d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
3017 i++;
3018 }
3019
3020 if (axis.Z == 0)
3021 {
3022 d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
3023 i++;
3024 }
3025
3026 for (int j = 0; j < (int)axisnum; j++)
3027 {
3028 //d.JointSetAMotorAngle(Amotor, j, 0);
3029 }
3030
3031 //d.JointSetAMotorAngle(Amotor, 1, 0);
3032 //d.JointSetAMotorAngle(Amotor, 2, 0);
3033
3034 // These lowstops and high stops are effectively (no wiggle room)
3035 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
3036 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
3037 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
3038 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3039 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3040 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3041 //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
3042 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
3043 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
3044
3045 }
3046
3047 public Matrix4 FromDMass(d.Mass pMass)
3048 {
3049 Matrix4 obj;
3050 obj.M11 = pMass.I.M00;
3051 obj.M12 = pMass.I.M01;
3052 obj.M13 = pMass.I.M02;
3053 obj.M14 = 0;
3054 obj.M21 = pMass.I.M10;
3055 obj.M22 = pMass.I.M11;
3056 obj.M23 = pMass.I.M12;
3057 obj.M24 = 0;
3058 obj.M31 = pMass.I.M20;
3059 obj.M32 = pMass.I.M21;
3060 obj.M33 = pMass.I.M22;
3061 obj.M34 = 0;
3062 obj.M41 = 0;
3063 obj.M42 = 0;
3064 obj.M43 = 0;
3065 obj.M44 = 1;
3066 return obj;
3067 }
3068
3069 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
3070 {
3071 obj.I.M00 = pMat[0, 0];
3072 obj.I.M01 = pMat[0, 1];
3073 obj.I.M02 = pMat[0, 2];
3074 obj.I.M10 = pMat[1, 0];
3075 obj.I.M11 = pMat[1, 1];
3076 obj.I.M12 = pMat[1, 2];
3077 obj.I.M20 = pMat[2, 0];
3078 obj.I.M21 = pMat[2, 1];
3079 obj.I.M22 = pMat[2, 2];
3080 return obj;
3081 }
3082
3083 public override void SubscribeEvents(int ms)
3084 {
3085 m_eventsubscription = ms;
3086 _parent_scene.addCollisionEventReporting(this);
3087 }
3088
3089 public override void UnSubscribeEvents()
3090 {
3091 _parent_scene.remCollisionEventReporting(this);
3092 m_eventsubscription = 0;
3093 }
3094
3095 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
3096 {
3097 if (CollisionEventsThisFrame == null)
3098 CollisionEventsThisFrame = new CollisionEventUpdate();
3099 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
3100 }
3101
3102 public void SendCollisions()
3103 {
3104 if (CollisionEventsThisFrame == null)
3105 return;
3106
3107 base.SendCollisionUpdate(CollisionEventsThisFrame);
3108
3109 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
3110 CollisionEventsThisFrame = null;
3111 else
3112 CollisionEventsThisFrame = new CollisionEventUpdate();
3113 }
3114
3115 public override bool SubscribedEvents()
3116 {
3117 if (m_eventsubscription > 0)
3118 return true;
3119 return false;
3120 }
3121
3122 public static Matrix4 Inverse(Matrix4 pMat)
3123 {
3124 if (determinant3x3(pMat) == 0)
3125 {
3126 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
3127 }
3128
3129
3130
3131 return (Adjoint(pMat) / determinant3x3(pMat));
3132 }
3133
3134 public static Matrix4 Adjoint(Matrix4 pMat)
3135 {
3136 Matrix4 adjointMatrix = new Matrix4();
3137 for (int i=0; i<4; i++)
3138 {
3139 for (int j=0; j<4; j++)
3140 {
3141 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3142 }
3143 }
3144
3145 adjointMatrix = Transpose(adjointMatrix);
3146 return adjointMatrix;
3147 }
3148
3149 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3150 {
3151 Matrix4 minor = new Matrix4();
3152 int m = 0, n = 0;
3153 for (int i = 0; i < 4; i++)
3154 {
3155 if (i == iRow)
3156 continue;
3157 n = 0;
3158 for (int j = 0; j < 4; j++)
3159 {
3160 if (j == iCol)
3161 continue;
3162 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
3163 n++;
3164 }
3165 m++;
3166 }
3167 return minor;
3168 }
3169
3170 public static Matrix4 Transpose(Matrix4 pMat)
3171 {
3172 Matrix4 transposeMatrix = new Matrix4();
3173 for (int i = 0; i < 4; i++)
3174 for (int j = 0; j < 4; j++)
3175 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3176 return transposeMatrix;
3177 }
3178
3179 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3180 {
3181 switch (r)
3182 {
3183 case 0:
3184 switch (c)
3185 {
3186 case 0:
3187 pMat.M11 = val;
3188 break;
3189 case 1:
3190 pMat.M12 = val;
3191 break;
3192 case 2:
3193 pMat.M13 = val;
3194 break;
3195 case 3:
3196 pMat.M14 = val;
3197 break;
3198 }
3199
3200 break;
3201 case 1:
3202 switch (c)
3203 {
3204 case 0:
3205 pMat.M21 = val;
3206 break;
3207 case 1:
3208 pMat.M22 = val;
3209 break;
3210 case 2:
3211 pMat.M23 = val;
3212 break;
3213 case 3:
3214 pMat.M24 = val;
3215 break;
3216 }
3217
3218 break;
3219 case 2:
3220 switch (c)
3221 {
3222 case 0:
3223 pMat.M31 = val;
3224 break;
3225 case 1:
3226 pMat.M32 = val;
3227 break;
3228 case 2:
3229 pMat.M33 = val;
3230 break;
3231 case 3:
3232 pMat.M34 = val;
3233 break;
3234 }
3235
3236 break;
3237 case 3:
3238 switch (c)
3239 {
3240 case 0:
3241 pMat.M41 = val;
3242 break;
3243 case 1:
3244 pMat.M42 = val;
3245 break;
3246 case 2:
3247 pMat.M43 = val;
3248 break;
3249 case 3:
3250 pMat.M44 = val;
3251 break;
3252 }
3253
3254 break;
3255 }
3256 }
3257 private static float determinant3x3(Matrix4 pMat)
3258 {
3259 float det = 0;
3260 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
3261 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
3262 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
3263 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
3264 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
3265 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
3266
3267 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3268 return det;
3269
3270 }
3271
3272 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3273 {
3274 dst.c.W = src.c.W;
3275 dst.c.X = src.c.X;
3276 dst.c.Y = src.c.Y;
3277 dst.c.Z = src.c.Z;
3278 dst.mass = src.mass;
3279 dst.I.M00 = src.I.M00;
3280 dst.I.M01 = src.I.M01;
3281 dst.I.M02 = src.I.M02;
3282 dst.I.M10 = src.I.M10;
3283 dst.I.M11 = src.I.M11;
3284 dst.I.M12 = src.I.M12;
3285 dst.I.M20 = src.I.M20;
3286 dst.I.M21 = src.I.M21;
3287 dst.I.M22 = src.I.M22;
3288 }
3289
3290 public override void SetMaterial(int pMaterial)
3291 {
3292 m_material = pMaterial;
3293 }
3294
3295 }
3296}
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/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..deb6164
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3874 @@
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 private DateTime m_lastframe = DateTime.UtcNow;
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 //if (m_worldOffset != Vector3.Zero)
2643 // return 0;
2644
2645 framecount++;
2646
2647 DateTime now = DateTime.UtcNow;
2648 TimeSpan SinceLastFrame = now - m_lastframe;
2649 m_lastframe = now;
2650 float realtime = (float)SinceLastFrame.TotalSeconds;
2651// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2652 timeStep = realtime;
2653
2654 // float fps = 1.0f / realtime;
2655 float fps = 0.0f; // number of ODE steps in this Simulate step
2656 //m_log.Info(timeStep.ToString());
2657 step_time += timeStep;
2658
2659 // If We're loaded down by something else,
2660 // or debugging with the Visual Studio project on pause
2661 // skip a few frames to catch up gracefully.
2662 // without shooting the physicsactors all over the place
2663
2664 if (step_time >= m_SkipFramesAtms)
2665 {
2666 // Instead of trying to catch up, it'll do 5 physics frames only
2667 step_time = ODE_STEPSIZE;
2668 m_physicsiterations = 5;
2669 }
2670 else
2671 {
2672 m_physicsiterations = 10;
2673 }
2674
2675 if (SupportsNINJAJoints)
2676 {
2677 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2678 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2679 }
2680
2681 lock (OdeLock)
2682 {
2683 // Process 10 frames if the sim is running normal..
2684 // process 5 frames if the sim is running slow
2685 //try
2686 //{
2687 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2688 //}
2689 //catch (StackOverflowException)
2690 //{
2691 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2692 // ode.drelease(world);
2693 //base.TriggerPhysicsBasedRestart();
2694 //}
2695
2696 int i = 0;
2697
2698 // Figure out the Frames Per Second we're going at.
2699 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2700
2701 // fps = (step_time / ODE_STEPSIZE) * 1000;
2702 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2703 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2704
2705 // step_time = 0.09375f;
2706
2707 while (step_time > 0.0f)
2708 {
2709 //lock (ode)
2710 //{
2711 //if (!ode.lockquery())
2712 //{
2713 // ode.dlock(world);
2714 try
2715 {
2716 // Insert, remove Characters
2717 bool processedtaints = false;
2718
2719 lock (_taintedActors)
2720 {
2721 if (_taintedActors.Count > 0)
2722 {
2723 foreach (OdeCharacter character in _taintedActors)
2724 {
2725
2726 character.ProcessTaints(ODE_STEPSIZE);
2727
2728 processedtaints = true;
2729 //character.m_collisionscore = 0;
2730 }
2731
2732 if (processedtaints)
2733 _taintedActors.Clear();
2734 }
2735 } // end lock _taintedActors
2736
2737 // Modify other objects in the scene.
2738 processedtaints = false;
2739
2740 lock (_taintedPrimLock)
2741 {
2742 foreach (OdePrim prim in _taintedPrimL)
2743 {
2744 if (prim.m_taintremove)
2745 {
2746 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2747 RemovePrimThreadLocked(prim);
2748 }
2749 else
2750 {
2751 //Console.WriteLine("Simulate calls ProcessTaints");
2752 prim.ProcessTaints(ODE_STEPSIZE);
2753 }
2754 processedtaints = true;
2755 prim.m_collisionscore = 0;
2756
2757 // This loop can block up the Heartbeat for a very long time on large regions.
2758 // We need to let the Watchdog know that the Heartbeat is not dead
2759 // NOTE: This is currently commented out, but if things like OAR loading are
2760 // timing the heartbeat out we will need to uncomment it
2761 //Watchdog.UpdateThread();
2762 }
2763
2764 if (SupportsNINJAJoints)
2765 {
2766 // Create pending joints, if possible
2767
2768 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2769 // a joint requires specifying the body id of both involved bodies
2770 if (pendingJoints.Count > 0)
2771 {
2772 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2773 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2774 foreach (PhysicsJoint joint in pendingJoints)
2775 {
2776 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2777 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2778 System.StringSplitOptions.RemoveEmptyEntries);
2779 List<IntPtr> jointBodies = new List<IntPtr>();
2780 bool allJointBodiesAreReady = true;
2781 foreach (string jointParam in jointParams)
2782 {
2783 if (jointParam == "NULL")
2784 {
2785 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2786 jointBodies.Add(IntPtr.Zero);
2787 }
2788 else
2789 {
2790 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2791 bool foundPrim = false;
2792 lock (_prims)
2793 {
2794 foreach (OdePrim prim in _prims) // FIXME: inefficient
2795 {
2796 if (prim.SOPName == jointParam)
2797 {
2798 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2799 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2800 {
2801 jointBodies.Add(prim.Body);
2802 foundPrim = true;
2803 break;
2804 }
2805 else
2806 {
2807 DoJointErrorMessage(joint, "prim name " + jointParam +
2808 " exists but is not (yet) physical; deferring joint creation. " +
2809 "IsPhysical property is " + prim.IsPhysical +
2810 " and body is " + prim.Body);
2811 foundPrim = false;
2812 break;
2813 }
2814 }
2815 }
2816 }
2817 if (foundPrim)
2818 {
2819 // all is fine
2820 }
2821 else
2822 {
2823 allJointBodiesAreReady = false;
2824 break;
2825 }
2826 }
2827 }
2828 if (allJointBodiesAreReady)
2829 {
2830 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2831 if (jointBodies[0] == jointBodies[1])
2832 {
2833 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2834 }
2835 else
2836 {
2837 switch (joint.Type)
2838 {
2839 case PhysicsJointType.Ball:
2840 {
2841 IntPtr odeJoint;
2842 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2843 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2844 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2845 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2846 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2847 d.JointSetBallAnchor(odeJoint,
2848 joint.Position.X,
2849 joint.Position.Y,
2850 joint.Position.Z);
2851 //DoJointErrorMessage(joint, "ODE joint setting OK");
2852 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2853 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2856
2857 if (joint is OdePhysicsJoint)
2858 {
2859 ((OdePhysicsJoint)joint).jointID = odeJoint;
2860 }
2861 else
2862 {
2863 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2864 }
2865 }
2866 break;
2867 case PhysicsJointType.Hinge:
2868 {
2869 IntPtr odeJoint;
2870 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2871 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2872 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2873 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2874 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2875 d.JointSetHingeAnchor(odeJoint,
2876 joint.Position.X,
2877 joint.Position.Y,
2878 joint.Position.Z);
2879 // We use the orientation of the x-axis of the joint's coordinate frame
2880 // as the axis for the hinge.
2881
2882 // Therefore, we must get the joint's coordinate frame based on the
2883 // joint.Rotation field, which originates from the orientation of the
2884 // joint's proxy object in the scene.
2885
2886 // The joint's coordinate frame is defined as the transformation matrix
2887 // that converts a vector from joint-local coordinates into world coordinates.
2888 // World coordinates are defined as the XYZ coordinate system of the sim,
2889 // as shown in the top status-bar of the viewer.
2890
2891 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2892 // and use that as the hinge axis.
2893
2894 //joint.Rotation.Normalize();
2895 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2896
2897 // Now extract the X axis of the joint's coordinate frame.
2898
2899 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2900 // tar pit of transposed, inverted, and generally messed-up orientations.
2901 // (In other words, Matrix4.AtAxis() is borked.)
2902 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2903
2904 // Instead, compute the X axis of the coordinate frame by transforming
2905 // the (1,0,0) vector. At least that works.
2906
2907 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2908 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2909 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2910 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2911 d.JointSetHingeAxis(odeJoint,
2912 jointAxis.X,
2913 jointAxis.Y,
2914 jointAxis.Z);
2915 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2916 if (joint is OdePhysicsJoint)
2917 {
2918 ((OdePhysicsJoint)joint).jointID = odeJoint;
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2923 }
2924 }
2925 break;
2926 }
2927 successfullyProcessedPendingJoints.Add(joint);
2928 }
2929 }
2930 else
2931 {
2932 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2933 }
2934 }
2935 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2936 {
2937 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2938 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2939 InternalRemovePendingJoint(successfullyProcessedJoint);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2941 InternalAddActiveJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2943 }
2944 }
2945 } // end SupportsNINJAJoints
2946
2947 if (processedtaints)
2948//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2949 _taintedPrimH.Clear(); // ??? if this only ???
2950 _taintedPrimL.Clear();
2951 } // end lock _taintedPrimLock
2952
2953 // Move characters
2954 lock (_characters)
2955 {
2956 List<OdeCharacter> defects = new List<OdeCharacter>();
2957 foreach (OdeCharacter actor in _characters)
2958 {
2959 if (actor != null)
2960 actor.Move(ODE_STEPSIZE, defects);
2961 }
2962 if (0 != defects.Count)
2963 {
2964 foreach (OdeCharacter defect in defects)
2965 {
2966 RemoveCharacter(defect);
2967 }
2968 }
2969 } // end lock _characters
2970
2971 // Move other active objects
2972 lock (_activeprims)
2973 {
2974 foreach (OdePrim prim in _activeprims)
2975 {
2976 prim.m_collisionscore = 0;
2977 prim.Move(ODE_STEPSIZE);
2978 }
2979 } // end lock _activeprims
2980
2981 //if ((framecount % m_randomizeWater) == 0)
2982 // randomizeWater(waterlevel);
2983
2984 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2985 m_rayCastManager.ProcessQueuedRequests();
2986
2987 collision_optimized(ODE_STEPSIZE);
2988
2989 lock (_collisionEventPrim)
2990 {
2991 foreach (PhysicsActor obj in _collisionEventPrim)
2992 {
2993 if (obj == null)
2994 continue;
2995
2996 switch ((ActorTypes)obj.PhysicsActorType)
2997 {
2998 case ActorTypes.Agent:
2999 OdeCharacter cobj = (OdeCharacter)obj;
3000 cobj.AddCollisionFrameTime(100);
3001 cobj.SendCollisions();
3002 break;
3003 case ActorTypes.Prim:
3004 OdePrim pobj = (OdePrim)obj;
3005 pobj.SendCollisions();
3006 break;
3007 }
3008 }
3009 } // end lock _collisionEventPrim
3010
3011 //if (m_global_contactcount > 5)
3012 //{
3013 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3014 //}
3015
3016 m_global_contactcount = 0;
3017
3018 d.WorldQuickStep(world, ODE_STEPSIZE);
3019 d.JointGroupEmpty(contactgroup);
3020 fps++;
3021 //ode.dunlock(world);
3022 } // end try
3023 catch (Exception e)
3024 {
3025 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3026 ode.dunlock(world);
3027 }
3028
3029 step_time -= ODE_STEPSIZE;
3030 i++;
3031 //}
3032 //else
3033 //{
3034 //fps = 0;
3035 //}
3036 //}
3037 } // end while (step_time > 0.0f)
3038
3039 lock (_characters)
3040 {
3041 foreach (OdeCharacter actor in _characters)
3042 {
3043 if (actor != null)
3044 {
3045 if (actor.bad)
3046 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3047 actor.UpdatePositionAndVelocity();
3048 }
3049 }
3050 }
3051
3052 lock (_badCharacter)
3053 {
3054 if (_badCharacter.Count > 0)
3055 {
3056 foreach (OdeCharacter chr in _badCharacter)
3057 {
3058 RemoveCharacter(chr);
3059 }
3060 _badCharacter.Clear();
3061 }
3062 }
3063
3064 lock (_activeprims)
3065 {
3066 //if (timeStep < 0.2f)
3067 {
3068 foreach (OdePrim actor in _activeprims)
3069 {
3070 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3071 {
3072 actor.UpdatePositionAndVelocity();
3073
3074 if (SupportsNINJAJoints)
3075 {
3076 // If an actor moved, move its joint proxy objects as well.
3077 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3078 // for this purpose but it is never called! So we just do the joint
3079 // movement code here.
3080
3081 if (actor.SOPName != null &&
3082 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3083 joints_connecting_actor[actor.SOPName] != null &&
3084 joints_connecting_actor[actor.SOPName].Count > 0)
3085 {
3086 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3087 {
3088 if (affectedJoint.IsInPhysicsEngine)
3089 {
3090 DoJointMoved(affectedJoint);
3091 }
3092 else
3093 {
3094 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);
3095 }
3096 }
3097 }
3098 }
3099 }
3100 }
3101 }
3102 } // end lock _activeprims
3103
3104 //DumpJointInfo();
3105
3106 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3107 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3108 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3109 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3110 {
3111 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3112 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3113
3114 if (physics_logging_append_existing_logfile)
3115 {
3116 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3117 TextWriter fwriter = File.AppendText(fname);
3118 fwriter.WriteLine(header);
3119 fwriter.Close();
3120 }
3121 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3122 }
3123 } // end lock OdeLock
3124
3125 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3126 } // end Simulate
3127
3128 public override void GetResults()
3129 {
3130 }
3131
3132 public override bool IsThreaded
3133 {
3134 // for now we won't be multithreaded
3135 get { return (false); }
3136 }
3137
3138 #region ODE Specific Terrain Fixes
3139 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3140 {
3141 float[] returnarr = new float[262144];
3142 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3143
3144 // Filling out the array into its multi-dimensional components
3145 for (int y = 0; y < WorldExtents.Y; y++)
3146 {
3147 for (int x = 0; x < WorldExtents.X; x++)
3148 {
3149 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3150 }
3151 }
3152
3153 // Resize using Nearest Neighbour
3154
3155 // This particular way is quick but it only works on a multiple of the original
3156
3157 // The idea behind this method can be described with the following diagrams
3158 // second pass and third pass happen in the same loop really.. just separated
3159 // them to show what this does.
3160
3161 // First Pass
3162 // ResultArr:
3163 // 1,1,1,1,1,1
3164 // 1,1,1,1,1,1
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169
3170 // Second Pass
3171 // ResultArr2:
3172 // 1,,1,,1,,1,,1,,1,
3173 // ,,,,,,,,,,
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183
3184 // Third pass fills in the blanks
3185 // ResultArr2:
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187 // 1,1,1,1,1,1,1,1,1,1,1,1
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197
3198 // X,Y = .
3199 // X+1,y = ^
3200 // X,Y+1 = *
3201 // X+1,Y+1 = #
3202
3203 // Filling in like this;
3204 // .*
3205 // ^#
3206 // 1st .
3207 // 2nd *
3208 // 3rd ^
3209 // 4th #
3210 // on single loop.
3211
3212 float[,] resultarr2 = new float[512, 512];
3213 for (int y = 0; y < WorldExtents.Y; y++)
3214 {
3215 for (int x = 0; x < WorldExtents.X; x++)
3216 {
3217 resultarr2[y * 2, x * 2] = resultarr[y, x];
3218
3219 if (y < WorldExtents.Y)
3220 {
3221 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3222 }
3223 if (x < WorldExtents.X)
3224 {
3225 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3226 }
3227 if (x < WorldExtents.X && y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3230 }
3231 }
3232 }
3233
3234 //Flatten out the array
3235 int i = 0;
3236 for (int y = 0; y < 512; y++)
3237 {
3238 for (int x = 0; x < 512; x++)
3239 {
3240 if (resultarr2[y, x] <= 0)
3241 returnarr[i] = 0.0000001f;
3242 else
3243 returnarr[i] = resultarr2[y, x];
3244
3245 i++;
3246 }
3247 }
3248
3249 return returnarr;
3250 }
3251
3252 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3253 {
3254 float[] returnarr = new float[262144];
3255 float[,] resultarr = new float[512,512];
3256
3257 // Filling out the array into its multi-dimensional components
3258 for (int y = 0; y < 256; y++)
3259 {
3260 for (int x = 0; x < 256; x++)
3261 {
3262 resultarr[y, x] = heightMap[y * 256 + x];
3263 }
3264 }
3265
3266 // Resize using interpolation
3267
3268 // This particular way is quick but it only works on a multiple of the original
3269
3270 // The idea behind this method can be described with the following diagrams
3271 // second pass and third pass happen in the same loop really.. just separated
3272 // them to show what this does.
3273
3274 // First Pass
3275 // ResultArr:
3276 // 1,1,1,1,1,1
3277 // 1,1,1,1,1,1
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282
3283 // Second Pass
3284 // ResultArr2:
3285 // 1,,1,,1,,1,,1,,1,
3286 // ,,,,,,,,,,
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296
3297 // Third pass fills in the blanks
3298 // ResultArr2:
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300 // 1,1,1,1,1,1,1,1,1,1,1,1
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310
3311 // X,Y = .
3312 // X+1,y = ^
3313 // X,Y+1 = *
3314 // X+1,Y+1 = #
3315
3316 // Filling in like this;
3317 // .*
3318 // ^#
3319 // 1st .
3320 // 2nd *
3321 // 3rd ^
3322 // 4th #
3323 // on single loop.
3324
3325 float[,] resultarr2 = new float[512,512];
3326 for (int y = 0; y < (int)Constants.RegionSize; y++)
3327 {
3328 for (int x = 0; x < (int)Constants.RegionSize; x++)
3329 {
3330 resultarr2[y*2, x*2] = resultarr[y, x];
3331
3332 if (y < (int)Constants.RegionSize)
3333 {
3334 if (y + 1 < (int)Constants.RegionSize)
3335 {
3336 if (x + 1 < (int)Constants.RegionSize)
3337 {
3338 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3339 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3340 }
3341 else
3342 {
3343 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3344 }
3345 }
3346 else
3347 {
3348 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3349 }
3350 }
3351 if (x < (int)Constants.RegionSize)
3352 {
3353 if (x + 1 < (int)Constants.RegionSize)
3354 {
3355 if (y + 1 < (int)Constants.RegionSize)
3356 {
3357 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3358 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3359 }
3360 else
3361 {
3362 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3363 }
3364 }
3365 else
3366 {
3367 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3368 }
3369 }
3370 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3371 {
3372 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3373 {
3374 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3380 }
3381 }
3382 }
3383 }
3384 //Flatten out the array
3385 int i = 0;
3386 for (int y = 0; y < 512; y++)
3387 {
3388 for (int x = 0; x < 512; x++)
3389 {
3390 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3391 {
3392 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3393 resultarr2[y, x] = 0;
3394 }
3395 returnarr[i] = resultarr2[y, x];
3396 i++;
3397 }
3398 }
3399
3400 return returnarr;
3401 }
3402
3403 #endregion
3404
3405 public override void SetTerrain(float[] heightMap)
3406 {
3407 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3408 {
3409 if (m_parentScene is OdeScene)
3410 {
3411 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3412 }
3413 }
3414 else
3415 {
3416 SetTerrain(heightMap, m_worldOffset);
3417 }
3418 }
3419
3420 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3421 {
3422 // this._heightmap[i] = (double)heightMap[i];
3423 // dbm (danx0r) -- creating a buffer zone of one extra sample all around
3424 //_origheightmap = heightMap;
3425
3426 float[] _heightmap;
3427
3428 // zero out a heightmap array float array (single dimension [flattened]))
3429 //if ((int)Constants.RegionSize == 256)
3430 // _heightmap = new float[514 * 514];
3431 //else
3432
3433 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
3434
3435 uint heightmapWidth = Constants.RegionSize + 1;
3436 uint heightmapHeight = Constants.RegionSize + 1;
3437
3438 uint heightmapWidthSamples;
3439
3440 uint heightmapHeightSamples;
3441
3442 //if (((int)Constants.RegionSize) == 256)
3443 //{
3444 // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
3445 // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
3446 // heightmapWidth++;
3447 // heightmapHeight++;
3448 //}
3449 //else
3450 //{
3451
3452 heightmapWidthSamples = (uint)Constants.RegionSize + 1;
3453 heightmapHeightSamples = (uint)Constants.RegionSize + 1;
3454 //}
3455
3456 const float scale = 1.0f;
3457 const float offset = 0.0f;
3458 const float thickness = 0.2f;
3459 const int wrap = 0;
3460
3461 int regionsize = (int) Constants.RegionSize + 2;
3462 //Double resolution
3463 //if (((int)Constants.RegionSize) == 256)
3464 // heightMap = ResizeTerrain512Interpolation(heightMap);
3465
3466
3467 // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
3468 // regionsize = 512;
3469
3470 float hfmin = 2000;
3471 float hfmax = -2000;
3472
3473 for (int x = 0; x < heightmapWidthSamples; x++)
3474 {
3475 for (int y = 0; y < heightmapHeightSamples; y++)
3476 {
3477 int xx = Util.Clip(x - 1, 0, regionsize - 1);
3478 int yy = Util.Clip(y - 1, 0, regionsize - 1);
3479
3480
3481 float val= heightMap[yy * (int)Constants.RegionSize + xx];
3482 _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
3483
3484 hfmin = (val < hfmin) ? val : hfmin;
3485 hfmax = (val > hfmax) ? val : hfmax;
3486 }
3487 }
3488
3489
3490
3491
3492 lock (OdeLock)
3493 {
3494 IntPtr GroundGeom = IntPtr.Zero;
3495 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3496 {
3497 RegionTerrain.Remove(pOffset);
3498 if (GroundGeom != IntPtr.Zero)
3499 {
3500 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3501 {
3502 TerrainHeightFieldHeights.Remove(GroundGeom);
3503 }
3504 d.SpaceRemove(space, GroundGeom);
3505 d.GeomDestroy(GroundGeom);
3506 }
3507
3508 }
3509 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3510 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
3511 (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
3512 offset, thickness, wrap);
3513 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3514 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3515 if (GroundGeom != IntPtr.Zero)
3516 {
3517 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3518 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3519
3520 }
3521 geom_name_map[GroundGeom] = "Terrain";
3522
3523 d.Matrix3 R = new d.Matrix3();
3524
3525 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3526 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3527 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3528
3529 q1 = q1 * q2;
3530 //q1 = q1 * q3;
3531 Vector3 v3;
3532 float angle;
3533 q1.GetAxisAngle(out v3, out angle);
3534
3535 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3536 d.GeomSetRotation(GroundGeom, ref R);
3537 d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
3538 IntPtr testGround = IntPtr.Zero;
3539 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3540 {
3541 RegionTerrain.Remove(pOffset);
3542 }
3543 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3544 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3545
3546 }
3547 }
3548
3549 public override void DeleteTerrain()
3550 {
3551 }
3552
3553 public float GetWaterLevel()
3554 {
3555 return waterlevel;
3556 }
3557
3558 public override bool SupportsCombining()
3559 {
3560 return true;
3561 }
3562
3563 public override void UnCombine(PhysicsScene pScene)
3564 {
3565 IntPtr localGround = IntPtr.Zero;
3566// float[] localHeightfield;
3567 bool proceed = false;
3568 List<IntPtr> geomDestroyList = new List<IntPtr>();
3569
3570 lock (OdeLock)
3571 {
3572 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3573 {
3574 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3575 {
3576 if (geom == localGround)
3577 {
3578// localHeightfield = TerrainHeightFieldHeights[geom];
3579 proceed = true;
3580 }
3581 else
3582 {
3583 geomDestroyList.Add(geom);
3584 }
3585 }
3586
3587 if (proceed)
3588 {
3589 m_worldOffset = Vector3.Zero;
3590 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3591 m_parentScene = null;
3592
3593 foreach (IntPtr g in geomDestroyList)
3594 {
3595 // removingHeightField needs to be done or the garbage collector will
3596 // collect the terrain data before we tell ODE to destroy it causing
3597 // memory corruption
3598 if (TerrainHeightFieldHeights.ContainsKey(g))
3599 {
3600// float[] removingHeightField = TerrainHeightFieldHeights[g];
3601 TerrainHeightFieldHeights.Remove(g);
3602
3603 if (RegionTerrain.ContainsKey(g))
3604 {
3605 RegionTerrain.Remove(g);
3606 }
3607
3608 d.GeomDestroy(g);
3609 //removingHeightField = new float[0];
3610 }
3611 }
3612
3613 }
3614 else
3615 {
3616 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3617
3618 }
3619 }
3620 }
3621 }
3622
3623 public override void SetWaterLevel(float baseheight)
3624 {
3625 waterlevel = baseheight;
3626 randomizeWater(waterlevel);
3627 }
3628
3629 public void randomizeWater(float baseheight)
3630 {
3631 const uint heightmapWidth = m_regionWidth + 2;
3632 const uint heightmapHeight = m_regionHeight + 2;
3633 const uint heightmapWidthSamples = m_regionWidth + 2;
3634 const uint heightmapHeightSamples = m_regionHeight + 2;
3635 const float scale = 1.0f;
3636 const float offset = 0.0f;
3637 const float thickness = 2.9f;
3638 const int wrap = 0;
3639
3640 for (int i = 0; i < (258 * 258); i++)
3641 {
3642 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3643 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3644 }
3645
3646 lock (OdeLock)
3647 {
3648 if (WaterGeom != IntPtr.Zero)
3649 {
3650 d.SpaceRemove(space, WaterGeom);
3651 }
3652 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3653 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3654 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3655 offset, thickness, wrap);
3656 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3657 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3658 if (WaterGeom != IntPtr.Zero)
3659 {
3660 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3661 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3662
3663 }
3664 geom_name_map[WaterGeom] = "Water";
3665
3666 d.Matrix3 R = new d.Matrix3();
3667
3668 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3669 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3670 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3671
3672 q1 = q1 * q2;
3673 //q1 = q1 * q3;
3674 Vector3 v3;
3675 float angle;
3676 q1.GetAxisAngle(out v3, out angle);
3677
3678 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3679 d.GeomSetRotation(WaterGeom, ref R);
3680 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3681
3682 }
3683
3684 }
3685
3686 public override void Dispose()
3687 {
3688 m_rayCastManager.Dispose();
3689 m_rayCastManager = null;
3690
3691 lock (OdeLock)
3692 {
3693 lock (_prims)
3694 {
3695 foreach (OdePrim prm in _prims)
3696 {
3697 RemovePrim(prm);
3698 }
3699 }
3700
3701 //foreach (OdeCharacter act in _characters)
3702 //{
3703 //RemoveAvatar(act);
3704 //}
3705 d.WorldDestroy(world);
3706 //d.CloseODE();
3707 }
3708 }
3709 public override Dictionary<uint, float> GetTopColliders()
3710 {
3711 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3712 int cnt = 0;
3713 lock (_prims)
3714 {
3715 foreach (OdePrim prm in _prims)
3716 {
3717 if (prm.CollisionScore > 0)
3718 {
3719 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3720 cnt++;
3721 prm.CollisionScore = 0f;
3722 if (cnt > 25)
3723 {
3724 break;
3725 }
3726 }
3727 }
3728 }
3729 return returncolliders;
3730 }
3731
3732 public override bool SupportsRayCast()
3733 {
3734 return true;
3735 }
3736
3737 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3738 {
3739 if (retMethod != null)
3740 {
3741 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3742 }
3743 }
3744
3745#if USE_DRAWSTUFF
3746 // Keyboard callback
3747 public void command(int cmd)
3748 {
3749 IntPtr geom;
3750 d.Mass mass;
3751 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3752
3753
3754
3755 Char ch = Char.ToLower((Char)cmd);
3756 switch ((Char)ch)
3757 {
3758 case 'w':
3759 try
3760 {
3761 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));
3762
3763 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3764 ds.SetViewpoint(ref xyz, ref hpr);
3765 }
3766 catch (ArgumentException)
3767 { hpr.X = 0; }
3768 break;
3769
3770 case 'a':
3771 hpr.X++;
3772 ds.SetViewpoint(ref xyz, ref hpr);
3773 break;
3774
3775 case 's':
3776 try
3777 {
3778 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));
3779
3780 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 }
3783 catch (ArgumentException)
3784 { hpr.X = 0; }
3785 break;
3786 case 'd':
3787 hpr.X--;
3788 ds.SetViewpoint(ref xyz, ref hpr);
3789 break;
3790 case 'r':
3791 xyz.Z++;
3792 ds.SetViewpoint(ref xyz, ref hpr);
3793 break;
3794 case 'f':
3795 xyz.Z--;
3796 ds.SetViewpoint(ref xyz, ref hpr);
3797 break;
3798 case 'e':
3799 xyz.Y++;
3800 ds.SetViewpoint(ref xyz, ref hpr);
3801 break;
3802 case 'q':
3803 xyz.Y--;
3804 ds.SetViewpoint(ref xyz, ref hpr);
3805 break;
3806 }
3807 }
3808
3809 public void step(int pause)
3810 {
3811
3812 ds.SetColor(1.0f, 1.0f, 0.0f);
3813 ds.SetTexture(ds.Texture.Wood);
3814 lock (_prims)
3815 {
3816 foreach (OdePrim prm in _prims)
3817 {
3818 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3819 if (prm.prim_geom != IntPtr.Zero)
3820 {
3821 d.Vector3 pos;
3822 d.GeomCopyPosition(prm.prim_geom, out pos);
3823 //d.BodyCopyPosition(body, out pos);
3824
3825 d.Matrix3 R;
3826 d.GeomCopyRotation(prm.prim_geom, out R);
3827 //d.BodyCopyRotation(body, out R);
3828
3829
3830 d.Vector3 sides = new d.Vector3();
3831 sides.X = prm.Size.X;
3832 sides.Y = prm.Size.Y;
3833 sides.Z = prm.Size.Z;
3834
3835 ds.DrawBox(ref pos, ref R, ref sides);
3836 }
3837 }
3838 }
3839 ds.SetColor(1.0f, 0.0f, 0.0f);
3840 lock (_characters)
3841 {
3842 foreach (OdeCharacter chr in _characters)
3843 {
3844 if (chr.Shell != IntPtr.Zero)
3845 {
3846 IntPtr body = d.GeomGetBody(chr.Shell);
3847
3848 d.Vector3 pos;
3849 d.GeomCopyPosition(chr.Shell, out pos);
3850 //d.BodyCopyPosition(body, out pos);
3851
3852 d.Matrix3 R;
3853 d.GeomCopyRotation(chr.Shell, out R);
3854 //d.BodyCopyRotation(body, out R);
3855
3856 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3857 d.Vector3 sides = new d.Vector3();
3858 sides.X = 0.5f;
3859 sides.Y = 0.5f;
3860 sides.Z = 0.5f;
3861
3862 ds.DrawBox(ref pos, ref R, ref sides);
3863 }
3864 }
3865 }
3866 }
3867
3868 public void start(int unused)
3869 {
3870 ds.SetViewpoint(ref xyz, ref hpr);
3871 }
3872#endif
3873 }
3874}
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/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 880c3ea..8060ba0 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -208,6 +208,8 @@ namespace OpenSim.Region.Physics.Manager
208 public abstract void VehicleFloatParam(int param, float value); 208 public abstract void VehicleFloatParam(int param, float value);
209 public abstract void VehicleVectorParam(int param, Vector3 value); 209 public abstract void VehicleVectorParam(int param, Vector3 value);
210 public abstract void VehicleRotationParam(int param, Quaternion rotation); 210 public abstract void VehicleRotationParam(int param, Quaternion rotation);
211 public abstract void VehicleFlagsSet(int flags);
212 public abstract void VehicleFlagsRemove(int flags);
211 public abstract void VehicleFlags(int param, bool remove); 213 public abstract void VehicleFlags(int param, bool remove);
212 214
213 public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 215 public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
@@ -352,7 +354,17 @@ namespace OpenSim.Region.Physics.Manager
352 { 354 {
353 355
354 } 356 }
357
358 public override void VehicleFlagsSet(int flags)
359 {
360
361 }
362
363 public override void VehicleFlagsRemove(int flags)
364 {
355 365
366 }
367
356 public override void VehicleFlags(int param, bool remove) 368 public override void VehicleFlags(int param, bool remove)
357 { 369 {
358 370
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..6b8d1e2 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -733,7 +733,17 @@ namespace OpenSim.Region.Physics.OdePlugin
733 { 733 {
734 734
735 } 735 }
736
737 public override void VehicleFlagsSet(int flags)
738 {
736 739
740 }
741
742 public override void VehicleFlagsRemove(int flags)
743 {
744
745 }
746
737 public override void VehicleFlags(int param, bool remove) 747 public override void VehicleFlags(int param, bool remove)
738 { 748 {
739 749
@@ -1210,7 +1220,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1220
1211 public override float APIDDamping{ set { return; } } 1221 public override float APIDDamping{ set { return; } }
1212 1222
1213
1214 public override void SubscribeEvents(int ms) 1223 public override void SubscribeEvents(int ms)
1215 { 1224 {
1216 m_requestedUpdateFrequency = ms; 1225 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 03736d1..39cfa49 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2354,6 +2354,16 @@ Console.WriteLine(" JointCreateFixed");
2354 { 2354 {
2355 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); 2355 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
2356 } 2356 }
2357
2358 public override void VehicleFlagsSet(int flags)
2359 {
2360 VehicleFlags(flags, false);
2361 }
2362
2363 public override void VehicleFlagsRemove(int flags)
2364 {
2365 VehicleFlags(flags, true);
2366 }
2357 2367
2358 public override void VehicleFlags(int param, bool remove) 2368 public override void VehicleFlags(int param, bool remove)
2359 { 2369 {
@@ -2831,7 +2841,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2841 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2842 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2843 public override float PIDTau { set { m_PIDTau = value; } }
2834 2844
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2845 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2846 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2847 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
index a70179b..e722666 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
@@ -181,7 +181,17 @@ namespace OpenSim.Region.Physics.POSPlugin
181 { 181 {
182 182
183 } 183 }
184
185 public override void VehicleFlagsSet(int flags)
186 {
187
188 }
189
190 public override void VehicleFlagsRemove(int flags)
191 {
184 192
193 }
194
185 public override void VehicleFlags(int param, bool remove) { } 195 public override void VehicleFlags(int param, bool remove) { }
186 196
187 public override void SetVolumeDetect(int param) 197 public override void SetVolumeDetect(int param)
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..c129340 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -138,7 +138,17 @@ namespace OpenSim.Region.Physics.POSPlugin
138 { 138 {
139 139
140 } 140 }
141
142 public override void VehicleFlagsSet(int flags)
143 {
144
145 }
146
147 public override void VehicleFlagsRemove(int flags)
148 {
141 149
150 }
151
142 public override void VehicleFlags(int param, bool remove) { } 152 public override void VehicleFlags(int param, bool remove) { }
143 153
144 public override void SetVolumeDetect(int param) 154 public override void SetVolumeDetect(int param)
@@ -301,7 +311,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 311 {
302 set { return; } 312 set { return; }
303 } 313 }
304 314
305 public override Quaternion APIDTarget 315 public override Quaternion APIDTarget
306 { 316 {
307 set { return; } 317 set { return; }
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs
index 92261cd..fc3adac 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs
@@ -188,6 +188,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
188 { 188 {
189 } 189 }
190 190
191 public override void VehicleFlagsSet(int param)
192 {
193 }
194
195 public override void VehicleFlagsRemove(int param)
196 {
197 }
198
191 public override void VehicleFlags(int param, bool remove) 199 public override void VehicleFlags(int param, bool remove)
192 { 200 {
193 } 201 }
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs
index c0e24fd..d1b5b7e 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs
@@ -279,6 +279,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin
279 279
280 public override void VehicleFlags(int param, bool remove) { } 280 public override void VehicleFlags(int param, bool remove) { }
281 281
282 public override void VehicleFlagsSet(int param) { }
283
284 public override void VehicleFlagsRemove(int param) { }
285
282 public override void SetVolumeDetect(int param) 286 public override void SetVolumeDetect(int param)
283 { 287 {
284 288
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 1a99c83..92f060b 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
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..99973b4
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,477 @@
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_SUN_MOON_POSITION:
248 idx++;
249 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
250 break;
251 case (int)ScriptBaseClass.WL_AMBIENT:
252 idx++;
253 iQ = rules.GetQuaternionItem(idx);
254 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
255 break;
256 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
257 idx++;
258 iV = rules.GetVector3Item(idx);
259 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
260 break;
261 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
262 idx++;
263 iQ = rules.GetQuaternionItem(idx);
264 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
265 break;
266 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
267 idx++;
268 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
269 break;
270 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
271 idx++;
272 iQ = rules.GetQuaternionItem(idx);
273 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
274 break;
275 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
276 idx++;
277 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
278 break;
279 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
280 idx++;
281 iV = rules.GetVector3Item(idx);
282 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
283 break;
284 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
285 idx++;
286 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
287 break;
288 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
289 idx++;
290 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
291 break;
292 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
293 idx++;
294 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
295 break;
296 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
297 idx++;
298 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
299 break;
300 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
301 idx++;
302 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
303 break;
304 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
305 idx++;
306 iV = rules.GetVector3Item(idx);
307 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
308 break;
309 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
310 idx++;
311 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
312 break;
313 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
314 idx++;
315 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
316 break;
317 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
318 idx++;
319 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
320 break;
321 case (int)ScriptBaseClass.WL_EAST_ANGLE:
322 idx++;
323 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
324 break;
325 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
326 idx++;
327 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
328 break;
329 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
330 idx++;
331 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
332 break;
333 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
334 idx++;
335 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
336 break;
337 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
338 idx++;
339 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
340 break;
341 case (int)ScriptBaseClass.WL_HORIZON:
342 idx++;
343 iQ = rules.GetQuaternionItem(idx);
344 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
345 break;
346 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
347 idx++;
348 iV = rules.GetVector3Item(idx);
349 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
350 break;
351 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
352 idx++;
353 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
354 break;
355 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
356 idx++;
357 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
358 break;
359 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
360 idx++;
361 iV = rules.GetVector3Item(idx);
362 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
363 break;
364 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
365 idx++;
366 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
367 break;
368 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
369 idx++;
370 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
371 break;
372 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
373 idx++;
374 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
375 break;
376 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
377 idx++;
378 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
379 break;
380 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
381 idx++;
382 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
383 break;
384 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
385 idx++;
386 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
387 break;
388 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
389 idx++;
390 iQ = rules.GetQuaternionItem(idx);
391 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
392 break;
393 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
394 idx++;
395 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
396 break;
397 case (int)ScriptBaseClass.WL_WATER_COLOR:
398 idx++;
399 iV = rules.GetVector3Item(idx);
400 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
401 break;
402 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
403 idx++;
404 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
405 break;
406 }
407 idx++;
408 }
409 return wl;
410 }
411 /// <summary>
412 /// Set the current Windlight scene
413 /// </summary>
414 /// <param name="rules"></param>
415 /// <returns>success: true or false</returns>
416 public int cmSetWindlightScene(LSL_List rules)
417 {
418 if (!m_CMFunctionsEnabled)
419 {
420 CMShoutError("Careminster functions are not enabled.");
421 return 0;
422 }
423 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
424 {
425 CMShoutError("cmSetWindlightScene can only be used by estate managers or owners.");
426 return 0;
427 }
428 int success = 0;
429 m_host.AddScriptLPS(1);
430 if (Meta7WindlightModule.EnableWindlight)
431 {
432 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
433 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
434 success = 1;
435 }
436 else
437 {
438 CMShoutError("Windlight module is disabled");
439 return 0;
440 }
441 return success;
442 }
443 /// <summary>
444 /// Set the current Windlight scene to a target avatar
445 /// </summary>
446 /// <param name="rules"></param>
447 /// <returns>success: true or false</returns>
448 public int cmSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
449 {
450 if (!m_CMFunctionsEnabled)
451 {
452 CMShoutError("Careminster functions are not enabled.");
453 return 0;
454 }
455 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
456 {
457 CMShoutError("cmSetWindlightSceneTargeted can only be used by estate managers or owners.");
458 return 0;
459 }
460 int success = 0;
461 m_host.AddScriptLPS(1);
462 if (Meta7WindlightModule.EnableWindlight)
463 {
464 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
465 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
466 success = 1;
467 }
468 else
469 {
470 CMShoutError("Windlight module is disabled");
471 return 0;
472 }
473 return success;
474 }
475
476 }
477}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index a373046..3154f9e 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);
@@ -218,7 +221,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
218 221
219 public List<SceneObjectPart> GetLinkParts(int linkType) 222 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 223 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 224 List<SceneObjectPart> ret = new List<SceneObjectPart>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
222 ret.Add(m_host); 227 ret.Add(m_host);
223 228
224 switch (linkType) 229 switch (linkType)
@@ -272,40 +277,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 277 protected UUID InventorySelf()
273 { 278 {
274 UUID invItemID = new UUID(); 279 UUID invItemID = new UUID();
275 280 bool unlock = false;
276 lock (m_host.TaskInventory) 281 if (!m_host.TaskInventory.IsReadLockedByMe())
277 { 282 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 283 m_host.TaskInventory.LockItemsForRead(true);
284 unlock = true;
285 }
286 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
287 {
288 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 289 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 290 invItemID = inv.Key;
281 { 291 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 292 }
286 } 293 }
287 294 if (unlock)
295 {
296 m_host.TaskInventory.LockItemsForRead(false);
297 }
288 return invItemID; 298 return invItemID;
289 } 299 }
290 300
291 protected UUID InventoryKey(string name, int type) 301 protected UUID InventoryKey(string name, int type)
292 { 302 {
293 m_host.AddScriptLPS(1); 303 m_host.AddScriptLPS(1);
294 304 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 305
306 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 307 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 308 if (inv.Value.Name == name)
298 { 309 {
299 if (inv.Value.Name == name) 310 m_host.TaskInventory.LockItemsForRead(false);
311
312 if (inv.Value.Type != type)
300 { 313 {
301 if (inv.Value.Type != type) 314 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 315 }
316
317 return inv.Value.AssetID;
306 } 318 }
307 } 319 }
308 320
321 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 322 return UUID.Zero;
310 } 323 }
311 324
@@ -313,17 +326,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 326 {
314 m_host.AddScriptLPS(1); 327 m_host.AddScriptLPS(1);
315 328
316 lock (m_host.TaskInventory) 329
330 m_host.TaskInventory.LockItemsForRead(true);
331
332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 333 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 334 if (inv.Value.Name == name)
319 { 335 {
320 if (inv.Value.Name == name) 336 m_host.TaskInventory.LockItemsForRead(false);
321 { 337 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 338 }
325 } 339 }
326 340
341 m_host.TaskInventory.LockItemsForRead(false);
342
343
327 return UUID.Zero; 344 return UUID.Zero;
328 } 345 }
329 346
@@ -705,6 +722,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 722 {
706 //A and B should both be normalized 723 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 724 m_host.AddScriptLPS(1);
725 /* This method is more accurate than the SL one, and thus causes problems
726 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
727
708 double dotProduct = LSL_Vector.Dot(a, b); 728 double dotProduct = LSL_Vector.Dot(a, b);
709 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 729 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 730 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -721,8 +741,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
721 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 741 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 742
723 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 743 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 } 744 */
725 745
746 // This method mimics the 180 errors found in SL
747 // See www.euclideanspace.com... angleBetween
748 LSL_Vector vec_a = a;
749 LSL_Vector vec_b = b;
750
751 // Eliminate zero length
752 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
753 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
754 if (vec_a_mag < 0.00001 ||
755 vec_b_mag < 0.00001)
756 {
757 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
758 }
759
760 // Normalize
761 vec_a = llVecNorm(vec_a);
762 vec_b = llVecNorm(vec_b);
763
764 // Calculate axis and rotation angle
765 LSL_Vector axis = vec_a % vec_b;
766 LSL_Float cos_theta = vec_a * vec_b;
767
768 // Check if parallel
769 if (cos_theta > 0.99999)
770 {
771 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
772 }
773
774 // Check if anti-parallel
775 else if (cos_theta < -0.99999)
776 {
777 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
778 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
779 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
780 }
781 else // other rotation
782 {
783 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
784 axis = llVecNorm(axis);
785 double x, y, z, s, t;
786 s = Math.Cos(theta);
787 t = Math.Sin(theta);
788 x = axis.x * t;
789 y = axis.y * t;
790 z = axis.z * t;
791 return new LSL_Rotation(x,y,z,s);
792 }
793 }
794
726 public void llWhisper(int channelID, string text) 795 public void llWhisper(int channelID, string text)
727 { 796 {
728 m_host.AddScriptLPS(1); 797 m_host.AddScriptLPS(1);
@@ -1049,7 +1118,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1049 public virtual void llDie() 1118 public virtual void llDie()
1050 { 1119 {
1051 m_host.AddScriptLPS(1); 1120 m_host.AddScriptLPS(1);
1052 throw new SelfDeleteException(); 1121 if (!m_host.IsAttachment) throw new SelfDeleteException();
1053 } 1122 }
1054 1123
1055 public LSL_Float llGround(LSL_Vector offset) 1124 public LSL_Float llGround(LSL_Vector offset)
@@ -1121,7 +1190,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1121 } 1190 }
1122 1191
1123 public void llSetStatus(int status, int value) 1192 public void llSetStatus(int status, int value)
1124 { 1193 {
1194 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1195 return;
1125 m_host.AddScriptLPS(1); 1196 m_host.AddScriptLPS(1);
1126 1197
1127 int statusrotationaxis = 0; 1198 int statusrotationaxis = 0;
@@ -1296,7 +1367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1296 } 1367 }
1297 1368
1298 protected void SetScale(SceneObjectPart part, LSL_Vector scale) 1369 protected void SetScale(SceneObjectPart part, LSL_Vector scale)
1299 { 1370 {
1300 // TODO: this needs to trigger a persistance save as well 1371 // TODO: this needs to trigger a persistance save as well
1301 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) 1372 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1302 return; 1373 return;
@@ -1351,6 +1422,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1351 { 1422 {
1352 m_host.AddScriptLPS(1); 1423 m_host.AddScriptLPS(1);
1353 1424
1425 SetColor(m_host, color, face);
1426 }
1427
1428 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1429 {
1430 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1431 return;
1432
1433 Primitive.TextureEntry tex = part.Shape.Textures;
1434 Color4 texcolor;
1435 if (face >= 0 && face < GetNumberOfSides(part))
1436 {
1437 texcolor = tex.CreateFace((uint)face).RGBA;
1438 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1439 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1440 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1441 tex.FaceTextures[face].RGBA = texcolor;
1442 part.UpdateTexture(tex);
1443 return;
1444 }
1445 else if (face == ScriptBaseClass.ALL_SIDES)
1446 {
1447 for (uint i = 0; i < GetNumberOfSides(part); i++)
1448 {
1449 if (tex.FaceTextures[i] != null)
1450 {
1451 texcolor = tex.FaceTextures[i].RGBA;
1452 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1453 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1454 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1455 tex.FaceTextures[i].RGBA = texcolor;
1456 }
1457 texcolor = tex.DefaultTexture.RGBA;
1458 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1459 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1460 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1461 tex.DefaultTexture.RGBA = texcolor;
1462 }
1463 part.UpdateTexture(tex);
1464 return;
1465 }
1466
1354 if (face == ScriptBaseClass.ALL_SIDES) 1467 if (face == ScriptBaseClass.ALL_SIDES)
1355 face = SceneObjectPart.ALL_SIDES; 1468 face = SceneObjectPart.ALL_SIDES;
1356 1469
@@ -1358,7 +1471,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1358 } 1471 }
1359 1472
1360 public void SetTexGen(SceneObjectPart part, int face,int style) 1473 public void SetTexGen(SceneObjectPart part, int face,int style)
1361 { 1474 {
1475 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1476 return;
1477
1362 Primitive.TextureEntry tex = part.Shape.Textures; 1478 Primitive.TextureEntry tex = part.Shape.Textures;
1363 MappingType textype; 1479 MappingType textype;
1364 textype = MappingType.Default; 1480 textype = MappingType.Default;
@@ -1388,7 +1504,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1388 } 1504 }
1389 1505
1390 public void SetGlow(SceneObjectPart part, int face, float glow) 1506 public void SetGlow(SceneObjectPart part, int face, float glow)
1391 { 1507 {
1508 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1509 return;
1510
1392 Primitive.TextureEntry tex = part.Shape.Textures; 1511 Primitive.TextureEntry tex = part.Shape.Textures;
1393 if (face >= 0 && face < GetNumberOfSides(part)) 1512 if (face >= 0 && face < GetNumberOfSides(part))
1394 { 1513 {
@@ -1413,7 +1532,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1413 } 1532 }
1414 1533
1415 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1534 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1416 { 1535 {
1536 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1537 return;
1417 1538
1418 Shininess sval = new Shininess(); 1539 Shininess sval = new Shininess();
1419 1540
@@ -1463,7 +1584,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1463 } 1584 }
1464 1585
1465 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1586 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1466 { 1587 {
1588 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1589 return;
1590
1467 Primitive.TextureEntry tex = part.Shape.Textures; 1591 Primitive.TextureEntry tex = part.Shape.Textures;
1468 if (face >= 0 && face < GetNumberOfSides(part)) 1592 if (face >= 0 && face < GetNumberOfSides(part))
1469 { 1593 {
@@ -1530,7 +1654,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1530 } 1654 }
1531 1655
1532 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1656 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1533 { 1657 {
1658 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1659 return;
1660
1534 Primitive.TextureEntry tex = part.Shape.Textures; 1661 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor; 1662 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part)) 1663 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1575,8 +1702,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1575 /// <param name="Force"></param> 1702 /// <param name="Force"></param>
1576 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1703 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1577 float wind, float tension, LSL_Vector Force) 1704 float wind, float tension, LSL_Vector Force)
1578 { 1705 {
1579 if (part == null) 1706 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1580 return; 1707 return;
1581 1708
1582 if (flexi) 1709 if (flexi)
@@ -1610,8 +1737,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1610 /// <param name="radius"></param> 1737 /// <param name="radius"></param>
1611 /// <param name="falloff"></param> 1738 /// <param name="falloff"></param>
1612 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1739 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1613 { 1740 {
1614 if (part == null) 1741 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1742 return;
1616 1743
1617 if (light) 1744 if (light)
@@ -1696,7 +1823,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1696 } 1823 }
1697 1824
1698 protected void SetTexture(SceneObjectPart part, string texture, int face) 1825 protected void SetTexture(SceneObjectPart part, string texture, int face)
1699 { 1826 {
1827 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1828 return;
1829
1700 UUID textureID=new UUID(); 1830 UUID textureID=new UUID();
1701 1831
1702 if (!UUID.TryParse(texture, out textureID)) 1832 if (!UUID.TryParse(texture, out textureID))
@@ -1741,7 +1871,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1741 } 1871 }
1742 1872
1743 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1873 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1744 { 1874 {
1875 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1876 return;
1877
1745 Primitive.TextureEntry tex = part.Shape.Textures; 1878 Primitive.TextureEntry tex = part.Shape.Textures;
1746 if (face >= 0 && face < GetNumberOfSides(part)) 1879 if (face >= 0 && face < GetNumberOfSides(part))
1747 { 1880 {
@@ -1777,7 +1910,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1777 } 1910 }
1778 1911
1779 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1912 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1780 { 1913 {
1914 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1915 return;
1916
1781 Primitive.TextureEntry tex = part.Shape.Textures; 1917 Primitive.TextureEntry tex = part.Shape.Textures;
1782 if (face >= 0 && face < GetNumberOfSides(part)) 1918 if (face >= 0 && face < GetNumberOfSides(part))
1783 { 1919 {
@@ -1813,7 +1949,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1813 } 1949 }
1814 1950
1815 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 1951 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1816 { 1952 {
1953 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1954 return;
1955
1817 Primitive.TextureEntry tex = part.Shape.Textures; 1956 Primitive.TextureEntry tex = part.Shape.Textures;
1818 if (face >= 0 && face < GetNumberOfSides(part)) 1957 if (face >= 0 && face < GetNumberOfSides(part))
1819 { 1958 {
@@ -1883,7 +2022,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1883 } 2022 }
1884 2023
1885 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2024 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1886 { 2025 {
2026 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2027 return;
2028
1887 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2029 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1888 LSL_Vector currentPos = llGetLocalPos(); 2030 LSL_Vector currentPos = llGetLocalPos();
1889 2031
@@ -1977,7 +2119,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1977 } 2119 }
1978 2120
1979 protected void SetRot(SceneObjectPart part, Quaternion rot) 2121 protected void SetRot(SceneObjectPart part, Quaternion rot)
1980 { 2122 {
2123 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2124 return;
2125
1981 part.UpdateRotation(rot); 2126 part.UpdateRotation(rot);
1982 // Update rotation does not move the object in the physics scene if it's a linkset. 2127 // Update rotation does not move the object in the physics scene if it's a linkset.
1983 2128
@@ -2597,12 +2742,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2597 2742
2598 m_host.AddScriptLPS(1); 2743 m_host.AddScriptLPS(1);
2599 2744
2745 m_host.TaskInventory.LockItemsForRead(true);
2600 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2746 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2601 2747 m_host.TaskInventory.LockItemsForRead(false);
2602 lock (m_host.TaskInventory)
2603 {
2604 item = m_host.TaskInventory[invItemID];
2605 }
2606 2748
2607 if (item.PermsGranter == UUID.Zero) 2749 if (item.PermsGranter == UUID.Zero)
2608 return 0; 2750 return 0;
@@ -2677,6 +2819,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2677 if (dist > m_ScriptDistanceFactor * 10.0f) 2819 if (dist > m_ScriptDistanceFactor * 10.0f)
2678 return; 2820 return;
2679 2821
2822 //Clone is thread-safe
2680 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2823 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2681 2824
2682 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2825 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2761,6 +2904,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2761 // Orient the object to the angle calculated 2904 // Orient the object to the angle calculated
2762 //llSetRot(rot); 2905 //llSetRot(rot);
2763 } 2906 }
2907
2908 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2909 {
2910 m_host.AddScriptLPS(1);
2911// NotImplemented("llRotLookAt");
2912 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2913
2914 }
2764 2915
2765 public void llStopLookAt() 2916 public void llStopLookAt()
2766 { 2917 {
@@ -2808,13 +2959,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2808 { 2959 {
2809 TaskInventoryItem item; 2960 TaskInventoryItem item;
2810 2961
2811 lock (m_host.TaskInventory) 2962 m_host.TaskInventory.LockItemsForRead(true);
2963 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2812 { 2964 {
2813 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2965 m_host.TaskInventory.LockItemsForRead(false);
2814 return; 2966 return;
2815 else 2967 }
2816 item = m_host.TaskInventory[InventorySelf()]; 2968 else
2969 {
2970 item = m_host.TaskInventory[InventorySelf()];
2817 } 2971 }
2972 m_host.TaskInventory.LockItemsForRead(false);
2818 2973
2819 if (item.PermsGranter != UUID.Zero) 2974 if (item.PermsGranter != UUID.Zero)
2820 { 2975 {
@@ -2836,13 +2991,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2836 { 2991 {
2837 TaskInventoryItem item; 2992 TaskInventoryItem item;
2838 2993
2994 m_host.TaskInventory.LockItemsForRead(true);
2839 lock (m_host.TaskInventory) 2995 lock (m_host.TaskInventory)
2840 { 2996 {
2997
2841 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2998 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2999 {
3000 m_host.TaskInventory.LockItemsForRead(false);
2842 return; 3001 return;
3002 }
2843 else 3003 else
3004 {
2844 item = m_host.TaskInventory[InventorySelf()]; 3005 item = m_host.TaskInventory[InventorySelf()];
3006 }
2845 } 3007 }
3008 m_host.TaskInventory.LockItemsForRead(false);
2846 3009
2847 m_host.AddScriptLPS(1); 3010 m_host.AddScriptLPS(1);
2848 3011
@@ -2879,13 +3042,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2879 3042
2880 TaskInventoryItem item; 3043 TaskInventoryItem item;
2881 3044
2882 lock (m_host.TaskInventory) 3045 m_host.TaskInventory.LockItemsForRead(true);
3046
3047 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2883 { 3048 {
2884 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3049 m_host.TaskInventory.LockItemsForRead(false);
2885 return; 3050 return;
2886 else
2887 item = m_host.TaskInventory[InventorySelf()];
2888 } 3051 }
3052 else
3053 {
3054 item = m_host.TaskInventory[InventorySelf()];
3055 }
3056
3057 m_host.TaskInventory.LockItemsForRead(false);
2889 3058
2890 if (item.PermsGranter != m_host.OwnerID) 3059 if (item.PermsGranter != m_host.OwnerID)
2891 return; 3060 return;
@@ -2911,13 +3080,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2911 3080
2912 TaskInventoryItem item; 3081 TaskInventoryItem item;
2913 3082
2914 lock (m_host.TaskInventory) 3083 m_host.TaskInventory.LockItemsForRead(true);
3084
3085 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2915 { 3086 {
2916 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3087 m_host.TaskInventory.LockItemsForRead(false);
2917 return; 3088 return;
2918 else
2919 item = m_host.TaskInventory[InventorySelf()];
2920 } 3089 }
3090 else
3091 {
3092 item = m_host.TaskInventory[InventorySelf()];
3093 }
3094 m_host.TaskInventory.LockItemsForRead(false);
3095
2921 3096
2922 if (item.PermsGranter != m_host.OwnerID) 3097 if (item.PermsGranter != m_host.OwnerID)
2923 return; 3098 return;
@@ -2953,8 +3128,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2953 return m_host.OwnerID.ToString(); 3128 return m_host.OwnerID.ToString();
2954 } 3129 }
2955 3130
3131 [DebuggerNonUserCode]
2956 public void llInstantMessage(string user, string message) 3132 public void llInstantMessage(string user, string message)
2957 { 3133 {
3134 UUID result;
3135 if (!UUID.TryParse(user, out result))
3136 {
3137 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3138 return;
3139 }
3140
3141
2958 m_host.AddScriptLPS(1); 3142 m_host.AddScriptLPS(1);
2959 3143
2960 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3144 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2969,7 +3153,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2969 UUID friendTransactionID = UUID.Random(); 3153 UUID friendTransactionID = UUID.Random();
2970 3154
2971 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3155 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2972 3156
2973 GridInstantMessage msg = new GridInstantMessage(); 3157 GridInstantMessage msg = new GridInstantMessage();
2974 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3158 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2975 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3159 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3118,13 +3302,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3118 m_host.AddScriptLPS(1); 3302 m_host.AddScriptLPS(1);
3119 } 3303 }
3120 3304
3121 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3122 {
3123 m_host.AddScriptLPS(1);
3124 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3125 m_host.RotLookAt(rot, (float)strength, (float)damping);
3126 }
3127
3128 public LSL_Integer llStringLength(string str) 3305 public LSL_Integer llStringLength(string str)
3129 { 3306 {
3130 m_host.AddScriptLPS(1); 3307 m_host.AddScriptLPS(1);
@@ -3148,14 +3325,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3148 3325
3149 TaskInventoryItem item; 3326 TaskInventoryItem item;
3150 3327
3151 lock (m_host.TaskInventory) 3328 m_host.TaskInventory.LockItemsForRead(true);
3329 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3152 { 3330 {
3153 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3331 m_host.TaskInventory.LockItemsForRead(false);
3154 return; 3332 return;
3155 else
3156 item = m_host.TaskInventory[InventorySelf()];
3157 } 3333 }
3158 3334 else
3335 {
3336 item = m_host.TaskInventory[InventorySelf()];
3337 }
3338 m_host.TaskInventory.LockItemsForRead(false);
3159 if (item.PermsGranter == UUID.Zero) 3339 if (item.PermsGranter == UUID.Zero)
3160 return; 3340 return;
3161 3341
@@ -3185,13 +3365,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3185 3365
3186 TaskInventoryItem item; 3366 TaskInventoryItem item;
3187 3367
3188 lock (m_host.TaskInventory) 3368 m_host.TaskInventory.LockItemsForRead(true);
3369 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3189 { 3370 {
3190 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3371 m_host.TaskInventory.LockItemsForRead(false);
3191 return; 3372 return;
3192 else
3193 item = m_host.TaskInventory[InventorySelf()];
3194 } 3373 }
3374 else
3375 {
3376 item = m_host.TaskInventory[InventorySelf()];
3377 }
3378 m_host.TaskInventory.LockItemsForRead(false);
3379
3195 3380
3196 if (item.PermsGranter == UUID.Zero) 3381 if (item.PermsGranter == UUID.Zero)
3197 return; 3382 return;
@@ -3268,10 +3453,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3268 3453
3269 TaskInventoryItem item; 3454 TaskInventoryItem item;
3270 3455
3271 lock (m_host.TaskInventory) 3456
3457 m_host.TaskInventory.LockItemsForRead(true);
3458 if (!m_host.TaskInventory.ContainsKey(invItemID))
3459 {
3460 m_host.TaskInventory.LockItemsForRead(false);
3461 return;
3462 }
3463 else
3272 { 3464 {
3273 item = m_host.TaskInventory[invItemID]; 3465 item = m_host.TaskInventory[invItemID];
3274 } 3466 }
3467 m_host.TaskInventory.LockItemsForRead(false);
3275 3468
3276 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3469 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3277 { 3470 {
@@ -3303,11 +3496,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3303 3496
3304 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3497 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3305 { 3498 {
3306 lock (m_host.TaskInventory) 3499 m_host.TaskInventory.LockItemsForWrite(true);
3307 { 3500 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3308 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3501 m_host.TaskInventory[invItemID].PermsMask = perm;
3309 m_host.TaskInventory[invItemID].PermsMask = perm; 3502 m_host.TaskInventory.LockItemsForWrite(false);
3310 }
3311 3503
3312 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3504 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3313 "run_time_permissions", new Object[] { 3505 "run_time_permissions", new Object[] {
@@ -3327,11 +3519,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3327 3519
3328 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3520 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3329 { 3521 {
3330 lock (m_host.TaskInventory) 3522 m_host.TaskInventory.LockItemsForWrite(true);
3331 { 3523 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3332 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3524 m_host.TaskInventory[invItemID].PermsMask = perm;
3333 m_host.TaskInventory[invItemID].PermsMask = perm; 3525 m_host.TaskInventory.LockItemsForWrite(false);
3334 }
3335 3526
3336 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3527 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3337 "run_time_permissions", new Object[] { 3528 "run_time_permissions", new Object[] {
@@ -3352,11 +3543,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3352 3543
3353 if (!m_waitingForScriptAnswer) 3544 if (!m_waitingForScriptAnswer)
3354 { 3545 {
3355 lock (m_host.TaskInventory) 3546 m_host.TaskInventory.LockItemsForWrite(true);
3356 { 3547 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3357 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3548 m_host.TaskInventory[invItemID].PermsMask = 0;
3358 m_host.TaskInventory[invItemID].PermsMask = 0; 3549 m_host.TaskInventory.LockItemsForWrite(false);
3359 }
3360 3550
3361 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3551 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3362 m_waitingForScriptAnswer=true; 3552 m_waitingForScriptAnswer=true;
@@ -3391,10 +3581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3391 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3581 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3392 llReleaseControls(); 3582 llReleaseControls();
3393 3583
3394 lock (m_host.TaskInventory) 3584
3395 { 3585 m_host.TaskInventory.LockItemsForWrite(true);
3396 m_host.TaskInventory[invItemID].PermsMask = answer; 3586 m_host.TaskInventory[invItemID].PermsMask = answer;
3397 } 3587 m_host.TaskInventory.LockItemsForWrite(false);
3588
3398 3589
3399 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3590 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3400 "run_time_permissions", new Object[] { 3591 "run_time_permissions", new Object[] {
@@ -3406,16 +3597,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3406 { 3597 {
3407 m_host.AddScriptLPS(1); 3598 m_host.AddScriptLPS(1);
3408 3599
3409 lock (m_host.TaskInventory) 3600 m_host.TaskInventory.LockItemsForRead(true);
3601
3602 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3410 { 3603 {
3411 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3604 if (item.Type == 10 && item.ItemID == m_itemID)
3412 { 3605 {
3413 if (item.Type == 10 && item.ItemID == m_itemID) 3606 m_host.TaskInventory.LockItemsForRead(false);
3414 { 3607 return item.PermsGranter.ToString();
3415 return item.PermsGranter.ToString();
3416 }
3417 } 3608 }
3418 } 3609 }
3610 m_host.TaskInventory.LockItemsForRead(false);
3419 3611
3420 return UUID.Zero.ToString(); 3612 return UUID.Zero.ToString();
3421 } 3613 }
@@ -3424,19 +3616,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3424 { 3616 {
3425 m_host.AddScriptLPS(1); 3617 m_host.AddScriptLPS(1);
3426 3618
3427 lock (m_host.TaskInventory) 3619 m_host.TaskInventory.LockItemsForRead(true);
3620
3621 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3428 { 3622 {
3429 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3623 if (item.Type == 10 && item.ItemID == m_itemID)
3430 { 3624 {
3431 if (item.Type == 10 && item.ItemID == m_itemID) 3625 int perms = item.PermsMask;
3432 { 3626 if (m_automaticLinkPermission)
3433 int perms = item.PermsMask; 3627 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3434 if (m_automaticLinkPermission) 3628 m_host.TaskInventory.LockItemsForRead(false);
3435 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3629 return perms;
3436 return perms;
3437 }
3438 } 3630 }
3439 } 3631 }
3632 m_host.TaskInventory.LockItemsForRead(false);
3440 3633
3441 return 0; 3634 return 0;
3442 } 3635 }
@@ -3469,11 +3662,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3469 UUID invItemID = InventorySelf(); 3662 UUID invItemID = InventorySelf();
3470 3663
3471 TaskInventoryItem item; 3664 TaskInventoryItem item;
3472 lock (m_host.TaskInventory) 3665 m_host.TaskInventory.LockItemsForRead(true);
3473 { 3666 item = m_host.TaskInventory[invItemID];
3474 item = m_host.TaskInventory[invItemID]; 3667 m_host.TaskInventory.LockItemsForRead(false);
3475 } 3668
3476
3477 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3669 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3478 && !m_automaticLinkPermission) 3670 && !m_automaticLinkPermission)
3479 { 3671 {
@@ -3526,16 +3718,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3526 m_host.AddScriptLPS(1); 3718 m_host.AddScriptLPS(1);
3527 UUID invItemID = InventorySelf(); 3719 UUID invItemID = InventorySelf();
3528 3720
3529 lock (m_host.TaskInventory) 3721 m_host.TaskInventory.LockItemsForRead(true);
3530 {
3531 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3722 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3532 && !m_automaticLinkPermission) 3723 && !m_automaticLinkPermission)
3533 { 3724 {
3534 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3725 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3726 m_host.TaskInventory.LockItemsForRead(false);
3535 return; 3727 return;
3536 } 3728 }
3537 } 3729 m_host.TaskInventory.LockItemsForRead(false);
3538 3730
3539 if (linknum < ScriptBaseClass.LINK_THIS) 3731 if (linknum < ScriptBaseClass.LINK_THIS)
3540 return; 3732 return;
3541 3733
@@ -3712,17 +3904,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3712 m_host.AddScriptLPS(1); 3904 m_host.AddScriptLPS(1);
3713 int count = 0; 3905 int count = 0;
3714 3906
3715 lock (m_host.TaskInventory) 3907 m_host.TaskInventory.LockItemsForRead(true);
3908 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3716 { 3909 {
3717 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3910 if (inv.Value.Type == type || type == -1)
3718 { 3911 {
3719 if (inv.Value.Type == type || type == -1) 3912 count = count + 1;
3720 {
3721 count = count + 1;
3722 }
3723 } 3913 }
3724 } 3914 }
3725 3915
3916 m_host.TaskInventory.LockItemsForRead(false);
3726 return count; 3917 return count;
3727 } 3918 }
3728 3919
@@ -3731,16 +3922,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3731 m_host.AddScriptLPS(1); 3922 m_host.AddScriptLPS(1);
3732 ArrayList keys = new ArrayList(); 3923 ArrayList keys = new ArrayList();
3733 3924
3734 lock (m_host.TaskInventory) 3925 m_host.TaskInventory.LockItemsForRead(true);
3926 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3735 { 3927 {
3736 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3928 if (inv.Value.Type == type || type == -1)
3737 { 3929 {
3738 if (inv.Value.Type == type || type == -1) 3930 keys.Add(inv.Value.Name);
3739 {
3740 keys.Add(inv.Value.Name);
3741 }
3742 } 3931 }
3743 } 3932 }
3933 m_host.TaskInventory.LockItemsForRead(false);
3744 3934
3745 if (keys.Count == 0) 3935 if (keys.Count == 0)
3746 { 3936 {
@@ -3777,20 +3967,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3777 } 3967 }
3778 3968
3779 // move the first object found with this inventory name 3969 // move the first object found with this inventory name
3780 lock (m_host.TaskInventory) 3970 m_host.TaskInventory.LockItemsForRead(true);
3971 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3781 { 3972 {
3782 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3973 if (inv.Value.Name == inventory)
3783 { 3974 {
3784 if (inv.Value.Name == inventory) 3975 found = true;
3785 { 3976 objId = inv.Key;
3786 found = true; 3977 assetType = inv.Value.Type;
3787 objId = inv.Key; 3978 objName = inv.Value.Name;
3788 assetType = inv.Value.Type; 3979 break;
3789 objName = inv.Value.Name;
3790 break;
3791 }
3792 } 3980 }
3793 } 3981 }
3982 m_host.TaskInventory.LockItemsForRead(false);
3794 3983
3795 if (!found) 3984 if (!found)
3796 { 3985 {
@@ -3835,24 +4024,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3835 ScriptSleep(3000); 4024 ScriptSleep(3000);
3836 } 4025 }
3837 4026
4027 [DebuggerNonUserCode]
3838 public void llRemoveInventory(string name) 4028 public void llRemoveInventory(string name)
3839 { 4029 {
3840 m_host.AddScriptLPS(1); 4030 m_host.AddScriptLPS(1);
3841 4031
3842 lock (m_host.TaskInventory) 4032 m_host.TaskInventory.LockItemsForRead(true);
4033 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3843 { 4034 {
3844 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4035 if (item.Name == name)
3845 { 4036 {
3846 if (item.Name == name) 4037 if (item.ItemID == m_itemID)
3847 { 4038 throw new ScriptDeleteException();
3848 if (item.ItemID == m_itemID) 4039 else
3849 throw new ScriptDeleteException(); 4040 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3850 else 4041
3851 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4042 m_host.TaskInventory.LockItemsForRead(false);
3852 return; 4043 return;
3853 }
3854 } 4044 }
3855 } 4045 }
4046 m_host.TaskInventory.LockItemsForRead(false);
3856 } 4047 }
3857 4048
3858 public void llSetText(string text, LSL_Vector color, double alpha) 4049 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3942,6 +4133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3942 { 4133 {
3943 m_host.AddScriptLPS(1); 4134 m_host.AddScriptLPS(1);
3944 4135
4136 //Clone is thread safe
3945 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4137 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3946 4138
3947 foreach (TaskInventoryItem item in itemDictionary.Values) 4139 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4030,17 +4222,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4030 UUID soundId = UUID.Zero; 4222 UUID soundId = UUID.Zero;
4031 if (!UUID.TryParse(impact_sound, out soundId)) 4223 if (!UUID.TryParse(impact_sound, out soundId))
4032 { 4224 {
4033 lock (m_host.TaskInventory) 4225 m_host.TaskInventory.LockItemsForRead(true);
4226 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4034 { 4227 {
4035 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4228 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4036 { 4229 {
4037 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4230 soundId = item.AssetID;
4038 { 4231 break;
4039 soundId = item.AssetID;
4040 break;
4041 }
4042 } 4232 }
4043 } 4233 }
4234 m_host.TaskInventory.LockItemsForRead(false);
4044 } 4235 }
4045 m_host.CollisionSound = soundId; 4236 m_host.CollisionSound = soundId;
4046 m_host.CollisionSoundVolume = (float)impact_volume; 4237 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4086,6 +4277,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4086 UUID partItemID; 4277 UUID partItemID;
4087 foreach (SceneObjectPart part in parts) 4278 foreach (SceneObjectPart part in parts)
4088 { 4279 {
4280 //Clone is thread safe
4089 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4281 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4090 4282
4091 foreach (TaskInventoryItem item in itemsDictionary.Values) 4283 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4300,17 +4492,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4300 4492
4301 m_host.AddScriptLPS(1); 4493 m_host.AddScriptLPS(1);
4302 4494
4303 lock (m_host.TaskInventory) 4495 m_host.TaskInventory.LockItemsForRead(true);
4496 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4304 { 4497 {
4305 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4498 if (item.Type == 10 && item.ItemID == m_itemID)
4306 { 4499 {
4307 if (item.Type == 10 && item.ItemID == m_itemID) 4500 result = item.Name!=null?item.Name:String.Empty;
4308 { 4501 break;
4309 result = item.Name != null ? item.Name : String.Empty;
4310 break;
4311 }
4312 } 4502 }
4313 } 4503 }
4504 m_host.TaskInventory.LockItemsForRead(false);
4314 4505
4315 return result; 4506 return result;
4316 } 4507 }
@@ -4463,23 +4654,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4463 { 4654 {
4464 m_host.AddScriptLPS(1); 4655 m_host.AddScriptLPS(1);
4465 4656
4466 lock (m_host.TaskInventory) 4657 m_host.TaskInventory.LockItemsForRead(true);
4658 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4467 { 4659 {
4468 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4660 if (inv.Value.Name == name)
4469 { 4661 {
4470 if (inv.Value.Name == name) 4662 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4471 { 4663 {
4472 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4664 m_host.TaskInventory.LockItemsForRead(false);
4473 { 4665 return inv.Value.AssetID.ToString();
4474 return inv.Value.AssetID.ToString(); 4666 }
4475 } 4667 else
4476 else 4668 {
4477 { 4669 m_host.TaskInventory.LockItemsForRead(false);
4478 return UUID.Zero.ToString(); 4670 return UUID.Zero.ToString();
4479 }
4480 } 4671 }
4481 } 4672 }
4482 } 4673 }
4674 m_host.TaskInventory.LockItemsForRead(false);
4483 4675
4484 return UUID.Zero.ToString(); 4676 return UUID.Zero.ToString();
4485 } 4677 }
@@ -6032,14 +6224,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6032 6224
6033 protected UUID GetTaskInventoryItem(string name) 6225 protected UUID GetTaskInventoryItem(string name)
6034 { 6226 {
6035 lock (m_host.TaskInventory) 6227 m_host.TaskInventory.LockItemsForRead(true);
6228 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6036 { 6229 {
6037 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6230 if (inv.Value.Name == name)
6038 { 6231 {
6039 if (inv.Value.Name == name) 6232 m_host.TaskInventory.LockItemsForRead(false);
6040 return inv.Key; 6233 return inv.Key;
6041 } 6234 }
6042 } 6235 }
6236 m_host.TaskInventory.LockItemsForRead(false);
6043 6237
6044 return UUID.Zero; 6238 return UUID.Zero;
6045 } 6239 }
@@ -6367,22 +6561,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6367 } 6561 }
6368 6562
6369 // copy the first script found with this inventory name 6563 // copy the first script found with this inventory name
6370 lock (m_host.TaskInventory) 6564 m_host.TaskInventory.LockItemsForRead(true);
6565 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6371 { 6566 {
6372 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6567 if (inv.Value.Name == name)
6373 { 6568 {
6374 if (inv.Value.Name == name) 6569 // make sure the object is a script
6570 if (10 == inv.Value.Type)
6375 { 6571 {
6376 // make sure the object is a script 6572 found = true;
6377 if (10 == inv.Value.Type) 6573 srcId = inv.Key;
6378 { 6574 break;
6379 found = true;
6380 srcId = inv.Key;
6381 break;
6382 }
6383 } 6575 }
6384 } 6576 }
6385 } 6577 }
6578 m_host.TaskInventory.LockItemsForRead(false);
6386 6579
6387 if (!found) 6580 if (!found)
6388 { 6581 {
@@ -6464,8 +6657,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6464 } 6657 }
6465 6658
6466 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6659 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6467 { 6660 {
6468 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6661 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6662 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6663 return shapeBlock;
6469 6664
6470 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6665 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6471 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6666 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6535,7 +6730,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6535 } 6730 }
6536 6731
6537 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6732 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6538 { 6733 {
6734 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6735 return;
6736
6539 ObjectShapePacket.ObjectDataBlock shapeBlock; 6737 ObjectShapePacket.ObjectDataBlock shapeBlock;
6540 6738
6541 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6739 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6584,7 +6782,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6584 } 6782 }
6585 6783
6586 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6784 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6587 { 6785 {
6786 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6787 return;
6788
6588 ObjectShapePacket.ObjectDataBlock shapeBlock; 6789 ObjectShapePacket.ObjectDataBlock shapeBlock;
6589 6790
6590 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6791 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6626,7 +6827,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6626 } 6827 }
6627 6828
6628 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 6829 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6629 { 6830 {
6831 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6832 return;
6833
6630 ObjectShapePacket.ObjectDataBlock shapeBlock; 6834 ObjectShapePacket.ObjectDataBlock shapeBlock;
6631 6835
6632 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6836 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6747,7 +6951,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6747 } 6951 }
6748 6952
6749 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 6953 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6750 { 6954 {
6955 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6956 return;
6957
6751 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6958 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6752 UUID sculptId; 6959 UUID sculptId;
6753 6960
@@ -6781,14 +6988,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6781 } 6988 }
6782 6989
6783 public void llSetPrimitiveParams(LSL_List rules) 6990 public void llSetPrimitiveParams(LSL_List rules)
6784 { 6991 {
6785 m_host.AddScriptLPS(1); 6992 m_host.AddScriptLPS(1);
6786 SetPrimParams(m_host, rules); 6993 SetPrimParams(m_host, rules);
6787 } 6994 }
6788 6995
6789 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 6996 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6790 { 6997 {
6791 m_host.AddScriptLPS(1); 6998 m_host.AddScriptLPS(1);
6792 6999
6793 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7000 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6794 7001
@@ -6802,7 +7009,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6802 } 7009 }
6803 7010
6804 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7011 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6805 { 7012 {
7013 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7014 return;
7015
6806 int idx = 0; 7016 int idx = 0;
6807 7017
6808 while (idx < rules.Length) 7018 while (idx < rules.Length)
@@ -7633,25 +7843,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7633 } 7843 }
7634 break; 7844 break;
7635 7845
7636 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 7846 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7637 // TODO-------------- 7847 if (remain < 1)
7638 if (remain < 1) 7848 return res;
7639 return res; 7849 face = (int)rules.GetLSLIntegerItem(idx++);
7640 7850
7641 face=(int)rules.GetLSLIntegerItem(idx++); 7851 tex = part.Shape.Textures;
7642 7852 int shiny;
7643 res.Add(new LSL_Integer(0)); 7853 if (face == ScriptBaseClass.ALL_SIDES)
7644 res.Add(new LSL_Integer(0)); 7854 {
7855 for (face = 0; face < GetNumberOfSides(part); face++)
7856 {
7857 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7858 if (shinyness == Shininess.High)
7859 {
7860 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7861 }
7862 else if (shinyness == Shininess.Medium)
7863 {
7864 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7865 }
7866 else if (shinyness == Shininess.Low)
7867 {
7868 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7869 }
7870 else
7871 {
7872 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7873 }
7874 res.Add(new LSL_Integer(shiny));
7875 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7876 }
7877 }
7878 else
7879 {
7880 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7881 if (shinyness == Shininess.High)
7882 {
7883 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7884 }
7885 else if (shinyness == Shininess.Medium)
7886 {
7887 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7888 }
7889 else if (shinyness == Shininess.Low)
7890 {
7891 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7892 }
7893 else
7894 {
7895 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7896 }
7897 res.Add(new LSL_Integer(shiny));
7898 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7899 }
7645 break; 7900 break;
7646 7901
7647 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 7902 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7648 // TODO-------------- 7903 if (remain < 1)
7649 if (remain < 1) 7904 return res;
7650 return res; 7905 face = (int)rules.GetLSLIntegerItem(idx++);
7651 7906
7652 face=(int)rules.GetLSLIntegerItem(idx++); 7907 tex = part.Shape.Textures;
7653 7908 int fullbright;
7654 res.Add(new LSL_Integer(0)); 7909 if (face == ScriptBaseClass.ALL_SIDES)
7910 {
7911 for (face = 0; face < GetNumberOfSides(part); face++)
7912 {
7913 if (tex.GetFace((uint)face).Fullbright == true)
7914 {
7915 fullbright = ScriptBaseClass.TRUE;
7916 }
7917 else
7918 {
7919 fullbright = ScriptBaseClass.FALSE;
7920 }
7921 res.Add(new LSL_Integer(fullbright));
7922 }
7923 }
7924 else
7925 {
7926 if (tex.GetFace((uint)face).Fullbright == true)
7927 {
7928 fullbright = ScriptBaseClass.TRUE;
7929 }
7930 else
7931 {
7932 fullbright = ScriptBaseClass.FALSE;
7933 }
7934 res.Add(new LSL_Integer(fullbright));
7935 }
7655 break; 7936 break;
7656 7937
7657 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 7938 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7672,14 +7953,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7672 break; 7953 break;
7673 7954
7674 case (int)ScriptBaseClass.PRIM_TEXGEN: 7955 case (int)ScriptBaseClass.PRIM_TEXGEN:
7675 // TODO-------------- 7956 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7676 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 7957 if (remain < 1)
7677 if (remain < 1) 7958 return res;
7678 return res; 7959 face = (int)rules.GetLSLIntegerItem(idx++);
7679 7960
7680 face=(int)rules.GetLSLIntegerItem(idx++); 7961 tex = part.Shape.Textures;
7681 7962 if (face == ScriptBaseClass.ALL_SIDES)
7682 res.Add(new LSL_Integer(0)); 7963 {
7964 for (face = 0; face < GetNumberOfSides(part); face++)
7965 {
7966 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7967 {
7968 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7969 }
7970 else
7971 {
7972 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7973 }
7974 }
7975 }
7976 else
7977 {
7978 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7979 {
7980 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7981 }
7982 else
7983 {
7984 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7985 }
7986 }
7683 break; 7987 break;
7684 7988
7685 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 7989 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7697,14 +8001,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7697 res.Add(new LSL_Float(shape.LightFalloff)); // falloff 8001 res.Add(new LSL_Float(shape.LightFalloff)); // falloff
7698 break; 8002 break;
7699 8003
7700 case (int)ScriptBaseClass.PRIM_GLOW: 8004 case (int)ScriptBaseClass.PRIM_GLOW:
7701 // TODO-------------- 8005 if (remain < 1)
7702 if (remain < 1)
7703 return res; 8006 return res;
7704 8007 face = (int)rules.GetLSLIntegerItem(idx++);
7705 face=(int)rules.GetLSLIntegerItem(idx++); 8008
7706 8009 tex = part.Shape.Textures;
7707 res.Add(new LSL_Float(0)); 8010 float primglow;
8011 if (face == ScriptBaseClass.ALL_SIDES)
8012 {
8013 for (face = 0; face < GetNumberOfSides(part); face++)
8014 {
8015 primglow = tex.GetFace((uint)face).Glow;
8016 res.Add(new LSL_Float(primglow));
8017 }
8018 }
8019 else
8020 {
8021 primglow = tex.GetFace((uint)face).Glow;
8022 res.Add(new LSL_Float(primglow));
8023 }
7708 break; 8024 break;
7709 case (int)ScriptBaseClass.PRIM_TEXT: 8025 case (int)ScriptBaseClass.PRIM_TEXT:
7710 Color4 textColor = part.GetTextColor(); 8026 Color4 textColor = part.GetTextColor();
@@ -8241,28 +8557,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8241 { 8557 {
8242 m_host.AddScriptLPS(1); 8558 m_host.AddScriptLPS(1);
8243 8559
8244 lock (m_host.TaskInventory) 8560 m_host.TaskInventory.LockItemsForRead(true);
8561 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8245 { 8562 {
8246 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8563 if (inv.Value.Name == item)
8247 { 8564 {
8248 if (inv.Value.Name == item) 8565 m_host.TaskInventory.LockItemsForRead(false);
8566 switch (mask)
8249 { 8567 {
8250 switch (mask) 8568 case 0:
8251 { 8569 return (int)inv.Value.BasePermissions;
8252 case 0: 8570 case 1:
8253 return (int)inv.Value.BasePermissions; 8571 return (int)inv.Value.CurrentPermissions;
8254 case 1: 8572 case 2:
8255 return (int)inv.Value.CurrentPermissions; 8573 return (int)inv.Value.GroupPermissions;
8256 case 2: 8574 case 3:
8257 return (int)inv.Value.GroupPermissions; 8575 return (int)inv.Value.EveryonePermissions;
8258 case 3: 8576 case 4:
8259 return (int)inv.Value.EveryonePermissions; 8577 return (int)inv.Value.NextPermissions;
8260 case 4:
8261 return (int)inv.Value.NextPermissions;
8262 }
8263 } 8578 }
8264 } 8579 }
8265 } 8580 }
8581 m_host.TaskInventory.LockItemsForRead(false);
8266 8582
8267 return -1; 8583 return -1;
8268 } 8584 }
@@ -8309,16 +8625,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8309 { 8625 {
8310 m_host.AddScriptLPS(1); 8626 m_host.AddScriptLPS(1);
8311 8627
8312 lock (m_host.TaskInventory) 8628 m_host.TaskInventory.LockItemsForRead(true);
8629 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8313 { 8630 {
8314 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8631 if (inv.Value.Name == item)
8315 { 8632 {
8316 if (inv.Value.Name == item) 8633 m_host.TaskInventory.LockItemsForRead(false);
8317 { 8634 return inv.Value.CreatorID.ToString();
8318 return inv.Value.CreatorID.ToString();
8319 }
8320 } 8635 }
8321 } 8636 }
8637 m_host.TaskInventory.LockItemsForRead(false);
8322 8638
8323 llSay(0, "No item name '" + item + "'"); 8639 llSay(0, "No item name '" + item + "'");
8324 8640
@@ -8847,16 +9163,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8847 { 9163 {
8848 m_host.AddScriptLPS(1); 9164 m_host.AddScriptLPS(1);
8849 9165
8850 lock (m_host.TaskInventory) 9166 m_host.TaskInventory.LockItemsForRead(true);
9167 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8851 { 9168 {
8852 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9169 if (inv.Value.Name == name)
8853 { 9170 {
8854 if (inv.Value.Name == name) 9171 m_host.TaskInventory.LockItemsForRead(false);
8855 { 9172 return inv.Value.Type;
8856 return inv.Value.Type;
8857 }
8858 } 9173 }
8859 } 9174 }
9175 m_host.TaskInventory.LockItemsForRead(false);
8860 9176
8861 return -1; 9177 return -1;
8862 } 9178 }
@@ -8866,16 +9182,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8866 m_host.AddScriptLPS(1); 9182 m_host.AddScriptLPS(1);
8867 9183
8868 if (quick_pay_buttons.Data.Length < 4) 9184 if (quick_pay_buttons.Data.Length < 4)
8869 { 9185 {
8870 LSLError("List must have at least 4 elements"); 9186 int x;
8871 return; 9187 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9188 {
9189 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9190 }
8872 } 9191 }
8873 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9192 int[] nPrice = new int[5];
8874 9193 nPrice[0]=price;
8875 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9194 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8876 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9195 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8877 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9196 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8878 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9197 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9198 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8879 m_host.ParentGroup.HasGroupChanged = true; 9199 m_host.ParentGroup.HasGroupChanged = true;
8880 } 9200 }
8881 9201
@@ -8887,17 +9207,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8887 if (invItemID == UUID.Zero) 9207 if (invItemID == UUID.Zero)
8888 return new LSL_Vector(); 9208 return new LSL_Vector();
8889 9209
8890 lock (m_host.TaskInventory) 9210 m_host.TaskInventory.LockItemsForRead(true);
9211 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8891 { 9212 {
8892 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9213 m_host.TaskInventory.LockItemsForRead(false);
8893 return new LSL_Vector(); 9214 return new LSL_Vector();
9215 }
8894 9216
8895 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9217 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8896 { 9218 {
8897 ShoutError("No permissions to track the camera"); 9219 ShoutError("No permissions to track the camera");
8898 return new LSL_Vector(); 9220 m_host.TaskInventory.LockItemsForRead(false);
8899 } 9221 return new LSL_Vector();
8900 } 9222 }
9223 m_host.TaskInventory.LockItemsForRead(false);
8901 9224
8902 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9225 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8903 if (presence != null) 9226 if (presence != null)
@@ -8915,17 +9238,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8915 if (invItemID == UUID.Zero) 9238 if (invItemID == UUID.Zero)
8916 return new LSL_Rotation(); 9239 return new LSL_Rotation();
8917 9240
8918 lock (m_host.TaskInventory) 9241 m_host.TaskInventory.LockItemsForRead(true);
9242 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8919 { 9243 {
8920 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9244 m_host.TaskInventory.LockItemsForRead(false);
8921 return new LSL_Rotation(); 9245 return new LSL_Rotation();
8922 9246 }
8923 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9247 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8924 { 9248 {
8925 ShoutError("No permissions to track the camera"); 9249 ShoutError("No permissions to track the camera");
8926 return new LSL_Rotation(); 9250 m_host.TaskInventory.LockItemsForRead(false);
8927 } 9251 return new LSL_Rotation();
8928 } 9252 }
9253 m_host.TaskInventory.LockItemsForRead(false);
8929 9254
8930 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9255 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8931 if (presence != null) 9256 if (presence != null)
@@ -9075,14 +9400,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9075 if (objectID == UUID.Zero) return; 9400 if (objectID == UUID.Zero) return;
9076 9401
9077 UUID agentID; 9402 UUID agentID;
9078 lock (m_host.TaskInventory) 9403 m_host.TaskInventory.LockItemsForRead(true);
9079 { 9404 // we need the permission first, to know which avatar we want to set the camera for
9080 // we need the permission first, to know which avatar we want to set the camera for 9405 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9081 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9082 9406
9083 if (agentID == UUID.Zero) return; 9407 if (agentID == UUID.Zero)
9084 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9408 {
9409 m_host.TaskInventory.LockItemsForRead(false);
9410 return;
9411 }
9412 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9413 {
9414 m_host.TaskInventory.LockItemsForRead(false);
9415 return;
9085 } 9416 }
9417 m_host.TaskInventory.LockItemsForRead(false);
9086 9418
9087 ScenePresence presence = World.GetScenePresence(agentID); 9419 ScenePresence presence = World.GetScenePresence(agentID);
9088 9420
@@ -9132,12 +9464,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9132 9464
9133 // we need the permission first, to know which avatar we want to clear the camera for 9465 // we need the permission first, to know which avatar we want to clear the camera for
9134 UUID agentID; 9466 UUID agentID;
9135 lock (m_host.TaskInventory) 9467 m_host.TaskInventory.LockItemsForRead(true);
9468 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9469 if (agentID == UUID.Zero)
9136 { 9470 {
9137 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9471 m_host.TaskInventory.LockItemsForRead(false);
9138 if (agentID == UUID.Zero) return; 9472 return;
9139 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9140 } 9473 }
9474 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9475 {
9476 m_host.TaskInventory.LockItemsForRead(false);
9477 return;
9478 }
9479 m_host.TaskInventory.LockItemsForRead(false);
9141 9480
9142 ScenePresence presence = World.GetScenePresence(agentID); 9481 ScenePresence presence = World.GetScenePresence(agentID);
9143 9482
@@ -9594,15 +9933,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9594 9933
9595 internal UUID ScriptByName(string name) 9934 internal UUID ScriptByName(string name)
9596 { 9935 {
9597 lock (m_host.TaskInventory) 9936 m_host.TaskInventory.LockItemsForRead(true);
9937
9938 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9598 { 9939 {
9599 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 9940 if (item.Type == 10 && item.Name == name)
9600 { 9941 {
9601 if (item.Type == 10 && item.Name == name) 9942 m_host.TaskInventory.LockItemsForRead(false);
9602 return item.ItemID; 9943 return item.ItemID;
9603 } 9944 }
9604 } 9945 }
9605 9946
9947 m_host.TaskInventory.LockItemsForRead(false);
9948
9606 return UUID.Zero; 9949 return UUID.Zero;
9607 } 9950 }
9608 9951
@@ -9643,6 +9986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9643 { 9986 {
9644 m_host.AddScriptLPS(1); 9987 m_host.AddScriptLPS(1);
9645 9988
9989 //Clone is thread safe
9646 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9990 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9647 9991
9648 UUID assetID = UUID.Zero; 9992 UUID assetID = UUID.Zero;
@@ -9705,6 +10049,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9705 { 10049 {
9706 m_host.AddScriptLPS(1); 10050 m_host.AddScriptLPS(1);
9707 10051
10052 //Clone is thread safe
9708 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10053 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9709 10054
9710 UUID assetID = UUID.Zero; 10055 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 2c8b0ea..1ddba1e 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/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
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 60b8050..f5921e1 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..522c020
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
@@ -0,0 +1,77 @@
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 public const int WL_SUN_MOON_POSITION = 36;
75
76 }
77}
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 9615315..943d7a2 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;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // 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 edbbc2a..b138da3 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/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 98e77c0..35d57d8 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 }
@@ -684,170 +752,181 @@ 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// bool objectRemoved = false; 888// bool objectRemoved = false;
810 889
811 lock (m_PrimObjects) 890 lock (m_PrimObjects)
891 {
892 // Remove the script from it's prim
893 if (m_PrimObjects.ContainsKey(localID))
812 { 894 {
813 // Remove the script from it's prim 895 // Remove inventory item record
814 if (m_PrimObjects.ContainsKey(localID)) 896 if (m_PrimObjects[localID].Contains(itemID))
815 { 897 m_PrimObjects[localID].Remove(itemID);
816 // Remove inventory item record
817 if (m_PrimObjects[localID].Contains(itemID))
818 m_PrimObjects[localID].Remove(itemID);
819 898
820 // If there are no more scripts, remove prim 899 // If there are no more scripts, remove prim
821 if (m_PrimObjects[localID].Count == 0) 900 if (m_PrimObjects[localID].Count == 0)
822 { 901 {
823 m_PrimObjects.Remove(localID); 902 m_PrimObjects.Remove(localID);
824// objectRemoved = true; 903// objectRemoved = true;
825 }
826 } 904 }
827 } 905 }
906 }
828 907
829 instance.RemoveState(); 908 instance.RemoveState();
830 instance.DestroyScriptInstance(); 909 instance.DestroyScriptInstance();
831
832 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
833 if (m_DomainScripts[instance.AppDomain].Count == 0)
834 {
835 m_DomainScripts.Remove(instance.AppDomain);
836 UnloadAppDomain(instance.AppDomain);
837 }
838 910
839 instance = null; 911 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
912 if (m_DomainScripts[instance.AppDomain].Count == 0)
913 {
914 m_DomainScripts.Remove(instance.AppDomain);
915 UnloadAppDomain(instance.AppDomain);
916 }
840 917
841 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 918 instance = null;
842 if (handlerObjectRemoved != null)
843 {
844 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
845 handlerObjectRemoved(part.UUID);
846 }
847 919
848 CleanAssemblies(); 920 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
921 if (handlerObjectRemoved != null)
922 {
923 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
924 handlerObjectRemoved(part.UUID);
849 } 925 }
850 926
927 CleanAssemblies();
928
929
851 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 930 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
852 if (handlerScriptRemoved != null) 931 if (handlerScriptRemoved != null)
853 handlerScriptRemoved(itemID); 932 handlerScriptRemoved(itemID);
@@ -1099,12 +1178,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1099 private IScriptInstance GetInstance(UUID itemID) 1178 private IScriptInstance GetInstance(UUID itemID)
1100 { 1179 {
1101 IScriptInstance instance; 1180 IScriptInstance instance;
1102 lock (m_Scripts) 1181 lockScriptsForRead(true);
1182 if (!m_Scripts.ContainsKey(itemID))
1103 { 1183 {
1104 if (!m_Scripts.ContainsKey(itemID)) 1184 lockScriptsForRead(false);
1105 return null; 1185 return null;
1106 instance = m_Scripts[itemID];
1107 } 1186 }
1187 instance = m_Scripts[itemID];
1188 lockScriptsForRead(false);
1108 return instance; 1189 return instance;
1109 } 1190 }
1110 1191
@@ -1128,6 +1209,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1128 return false; 1209 return false;
1129 } 1210 }
1130 1211
1212 [DebuggerNonUserCode]
1131 public void ApiResetScript(UUID itemID) 1213 public void ApiResetScript(UUID itemID)
1132 { 1214 {
1133 IScriptInstance instance = GetInstance(itemID); 1215 IScriptInstance instance = GetInstance(itemID);
@@ -1179,6 +1261,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1179 return UUID.Zero; 1261 return UUID.Zero;
1180 } 1262 }
1181 1263
1264 [DebuggerNonUserCode]
1182 public void SetState(UUID itemID, string newState) 1265 public void SetState(UUID itemID, string newState)
1183 { 1266 {
1184 IScriptInstance instance = GetInstance(itemID); 1267 IScriptInstance instance = GetInstance(itemID);
@@ -1199,11 +1282,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1199 { 1282 {
1200 List<IScriptInstance> instances = new List<IScriptInstance>(); 1283 List<IScriptInstance> instances = new List<IScriptInstance>();
1201 1284
1202 lock (m_Scripts) 1285 lockScriptsForRead(true);
1203 { 1286 foreach (IScriptInstance instance in m_Scripts.Values)
1204 foreach (IScriptInstance instance in m_Scripts.Values)
1205 instances.Add(instance); 1287 instances.Add(instance);
1206 } 1288 lockScriptsForRead(false);
1207 1289
1208 foreach (IScriptInstance i in instances) 1290 foreach (IScriptInstance i in instances)
1209 { 1291 {
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 7dab6a1..68ac96a 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -513,7 +513,7 @@ namespace OpenSim.Tests.Common.Mock
513 513
514 } 514 }
515 515
516 public void SendGenericMessage(string method, List<string> message) 516 public void SendGenericMessage(string method, List<byte[]> message)
517 { 517 {
518 518
519 } 519 }