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authorTeravus Ovares2008-09-25 11:46:05 +0000
committerTeravus Ovares2008-09-25 11:46:05 +0000
commit4004172106d2f736916bd2b3729edfce43699e1e (patch)
treea785022360ec66b51a05d7319cb3fe85c2ee145a /OpenSim/Region/Environment/Modules
parentfixes a slight copy and paste bug in OGP module. (diff)
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* Adds some Wind
* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference. * It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods. * Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment. * initial version... could use improvement I'm sure.
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r--OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs3
-rw-r--r--OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs257
2 files changed, 260 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs b/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs
index a1d72be..653932c 100644
--- a/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs
@@ -482,6 +482,9 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
482 { 482 {
483 } 483 }
484 484
485 public virtual void SendWindData(float[] map) { }
486 public virtual void SendWindData(int px, int py, float[] map) { }
487
485 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 488 public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
486 { 489 {
487 } 490 }
diff --git a/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs b/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs
new file mode 100644
index 0000000..190cc0b
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/Wind/WindModule.cs
@@ -0,0 +1,257 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using Nini.Config;
32using OpenSim.Framework;
33using OpenSim.Region.Environment.Interfaces;
34using OpenSim.Region.Environment.Scenes;
35
36namespace OpenSim.Region.Environment.Modules
37{
38 public class WindModule : IRegionModule
39 {
40
41 private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
42
43 private int m_frame = 0;
44 private int m_frame_mod = 150;
45 private Random rndnums = new Random(System.Environment.TickCount);
46 private Scene m_scene = null;
47 private bool ready = false;
48 private float[] windarr = new float[256*256];
49
50 private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
51
52 // Current time in elpased seconds since Jan 1st 1970
53
54
55 public void Initialise(Scene scene, IConfigSource config)
56 {
57
58 m_log.Debug("[WIND] Initializing");
59
60 m_scene = scene;
61
62 m_frame = 0;
63
64
65
66 // Align ticks with Second Life
67
68
69
70 // Just in case they don't have the stanzas
71 try
72 {
73
74 }
75 catch (Exception e)
76 {
77 m_log.Debug("[WIND] Configuration access failed, using defaults. Reason: " + e.Message);
78
79 }
80
81
82 scene.EventManager.OnFrame += WindUpdate;
83
84 scene.EventManager.OnMakeChildAgent += MakeChildAgent;
85 scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
86 scene.EventManager.OnClientClosed += ClientLoggedOut;
87
88 GenWindPos();
89
90 ready = true;
91
92
93
94 }
95
96 public void PostInitialise()
97 {
98 }
99
100 public void Close()
101 {
102 ready = false;
103 // Remove our hooks
104 m_scene.EventManager.OnFrame -= WindUpdate;
105 // m_scene.EventManager.OnNewClient -= SunToClient;
106 m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
107 m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
108 m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
109 }
110
111 public string Name
112 {
113 get { return "WindModule"; }
114 }
115
116 public bool IsSharedModule
117 {
118 get { return false; }
119 }
120
121 public void WindToClient(IClientAPI client)
122 {
123
124 if (ready)
125 {
126 //if (!sunFixed)
127 //GenWindPos(); // Generate shared values once
128 client.SendWindData(windarr);
129 m_log.Debug("[WIND] Initial update for new client");
130 }
131
132 }
133
134 public void WindUpdate()
135 {
136 if (((m_frame++ % m_frame_mod) != 0) || !ready)
137 {
138 return;
139 }
140 //m_log.Debug("[WIND]:Regenerating...");
141 GenWindPos(); // Generate shared values once
142
143 int spotxp = 0;
144 int spotyp = 0;
145 int spotxm = 0;
146 int spotym = 0;
147 List<ScenePresence> avatars = m_scene.GetAvatars();
148 foreach (ScenePresence avatar in avatars)
149 {
150 if (!avatar.IsChildAgent)
151 {
152 spotxp = (int)avatar.CameraPosition.X + 3;
153 spotxm = (int)avatar.CameraPosition.X - 3;
154 spotyp = (int)avatar.CameraPosition.Y + 3;
155 spotym = (int)avatar.CameraPosition.Y - 3;
156 if (spotxm < 0)
157 spotxm = 0;
158 if (spotym < 0)
159 spotym = 0;
160 if (spotxp > 255)
161 spotxp = 255;
162 if (spotyp > 255)
163 spotyp = 255;
164 for (int x = spotxm; x<spotxp; x++)
165 {
166 for (int y = spotym; y<spotyp; y++)
167 {
168 avatar.ControllingClient.SendWindData(
169 x / Constants.TerrainPatchSize,
170 y / Constants.TerrainPatchSize,
171 windarr);
172 }
173 }
174 }
175 }
176
177 // set estate settings for region access to sun position
178 //m_scene.RegionInfo.RegionSettings.SunVector = Position;
179 //m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
180 }
181 public void ForceWindUpdateToAllClients()
182 {
183 GenWindPos(); // Generate shared values once
184
185 List<ScenePresence> avatars = m_scene.GetAvatars();
186 foreach (ScenePresence avatar in avatars)
187 {
188 if (!avatar.IsChildAgent)
189 avatar.ControllingClient.SendWindData(windarr);
190 }
191
192 // set estate settings for region access to sun position
193 //m_scene.RegionInfo.RegionSettings.SunVector = Position;
194 //m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime();
195 }
196 /// <summary>
197 /// Calculate the sun's orbital position and its velocity.
198 /// </summary>
199
200 private void GenWindPos()
201 {
202 windarr = new float[256*256];
203 for (int x = 0; x < 256; x++)
204 {
205 for (int y = 0; y < 256; y++)
206 {
207 windarr[y*256 + x]= (float)(rndnums.NextDouble()* 2d - 1d);
208 }
209 }
210
211 // m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")");
212 }
213
214 private void ClientLoggedOut(UUID AgentId)
215 {
216 lock (m_rootAgents)
217 {
218 if (m_rootAgents.ContainsKey(AgentId))
219 {
220 m_rootAgents.Remove(AgentId);
221 m_log.Info("[WIND]: Removing " + AgentId + ". Agent logged out.");
222 }
223 }
224 }
225
226 private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
227 {
228 lock (m_rootAgents)
229 {
230 if (m_rootAgents.ContainsKey(avatar.UUID))
231 {
232 m_rootAgents[avatar.UUID] = avatar.RegionHandle;
233 }
234 else
235 {
236 m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
237 WindToClient(avatar.ControllingClient);
238 }
239 }
240 //m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
241 }
242
243 private void MakeChildAgent(ScenePresence avatar)
244 {
245 lock (m_rootAgents)
246 {
247 if (m_rootAgents.ContainsKey(avatar.UUID))
248 {
249 if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
250 {
251 m_rootAgents.Remove(avatar.UUID);
252 }
253 }
254 }
255 }
256 }
257}