aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--.gitignore3
-rw-r--r--CONTRIBUTORS.txt2
-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs123
-rw-r--r--OpenSim/Data/AssetDataBase.cs2
-rw-r--r--OpenSim/Data/IAssetData.cs2
-rw-r--r--OpenSim/Data/IUserAccountData.cs1
-rw-r--r--OpenSim/Data/MSSQL/MSSQLAssetData.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLAvatarData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLGridUserData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLManager.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLPresenceData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLUserAccountData.cs5
-rw-r--r--OpenSim/Data/MSSQL/MSSQLXInventoryData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLAssetData.cs6
-rw-r--r--OpenSim/Data/MySQL/MySQLGenericTableHandler.cs7
-rw-r--r--OpenSim/Data/MySQL/MySQLSimulationData.cs155
-rw-r--r--OpenSim/Data/MySQL/MySQLUserAccountData.cs46
-rw-r--r--OpenSim/Data/MySQL/MySQLXAssetData.cs2
-rw-r--r--OpenSim/Data/MySQL/Resources/RegionStore.migrations3
-rw-r--r--OpenSim/Data/Null/NullUserAccountData.cs5
-rw-r--r--OpenSim/Data/SQLite/SQLiteAssetData.cs4
-rw-r--r--OpenSim/Data/SQLite/SQLiteUserAccountData.cs5
-rw-r--r--OpenSim/Framework/AssetBase.cs8
-rw-r--r--OpenSim/Framework/AvatarAppearance.cs73
-rw-r--r--OpenSim/Framework/AvatarWearable.cs18
-rw-r--r--OpenSim/Framework/ChildAgentDataUpdate.cs36
-rw-r--r--OpenSim/Framework/Communications/RestClient.cs2
-rw-r--r--OpenSim/Framework/EstateSettings.cs56
-rw-r--r--OpenSim/Framework/ExtraPhysicsData.cs50
-rw-r--r--OpenSim/Framework/IClientAPI.cs24
-rw-r--r--OpenSim/Framework/IMoneyModule.cs1
-rw-r--r--OpenSim/Framework/LandData.cs2
-rw-r--r--OpenSim/Framework/ObjectChangeData.cs80
-rw-r--r--OpenSim/Framework/ParcelMediaCommandEnum.cs2
-rw-r--r--OpenSim/Framework/PluginLoader.cs17
-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs38
-rw-r--r--OpenSim/Framework/RegionInfo.cs15
-rw-r--r--OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs118
-rw-r--r--OpenSim/Framework/RegionSettings.cs22
-rw-r--r--OpenSim/Framework/Servers/BaseOpenSimServer.cs2
-rw-r--r--OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs31
-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs6
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs164
-rw-r--r--OpenSim/Framework/TaskInventoryItem.cs12
-rw-r--r--OpenSim/Framework/Tests/MundaneFrameworkTests.cs6
-rw-r--r--OpenSim/Framework/Util.cs46
-rw-r--r--OpenSim/Framework/Watchdog.cs4
-rw-r--r--OpenSim/Framework/WebUtil.cs12
-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs8
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1101
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs104
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs171
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs206
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs128
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs159
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs77
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs34
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs315
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs724
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1349
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1362
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs770
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs523
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs97
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs16
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs22
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs47
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-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/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs44
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs28
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1478
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1083
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4039
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs603
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2005
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2740
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs2987
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs51
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
-rw-r--r--OpenSim/Server/Handlers/Simulation/AgentHandlers.cs23
-rw-r--r--OpenSim/Services/AssetService/AssetService.cs5
-rw-r--r--OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs9
-rw-r--r--OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs64
-rw-r--r--OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs5
-rw-r--r--OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs196
-rw-r--r--OpenSim/Services/Connectors/Grid/GridServicesConnector.cs10
-rw-r--r--OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs6
-rw-r--r--OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Land/LandServicesConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs11
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs90
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs5
-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs23
-rw-r--r--OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs5
-rw-r--r--OpenSim/Services/HypergridService/UserAccountCache.cs5
-rw-r--r--OpenSim/Services/HypergridService/UserAgentService.cs10
-rw-r--r--OpenSim/Services/Interfaces/IAttachmentsService.cs17
-rw-r--r--OpenSim/Services/Interfaces/IAvatarService.cs20
-rw-r--r--OpenSim/Services/Interfaces/IGridService.cs14
-rw-r--r--OpenSim/Services/Interfaces/ISimulationService.cs8
-rw-r--r--OpenSim/Services/Interfaces/IUserAccountService.cs5
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginResponse.cs6
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginService.cs9
-rw-r--r--OpenSim/Services/UserAccountService/UserAccountService.cs21
-rw-r--r--OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs3
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs16
-rw-r--r--ThirdParty/SmartThreadPool/SmartThreadPool.cs13
-rwxr-xr-xbin/MsgPack.dllbin0 -> 37376 bytes
-rw-r--r--bin/OpenSimDefaults.ini4
-rw-r--r--bin/OpenSimDefaults.ini.example1325
-rw-r--r--bin/Physics/OpenSim.Region.Physics.UbitOdePlugin.dll.config7
-rw-r--r--bin/assets/TexturesAssetSet/defaultalpha.jp2bin0 -> 319 bytes
-rw-r--r--prebuild.xml284
-rwxr-xr-xrunprebuild.bat2
228 files changed, 42581 insertions, 4405 deletions
diff --git a/.gitignore b/.gitignore
index 0fd1e58..c8990d2 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,5 +1,6 @@
1.project 1.project
2.settings 2.settings
3.gitignore
3*.csproj 4*.csproj
4*.csproj.user 5*.csproj.user
5*.build 6*.build
@@ -10,6 +11,7 @@
10*.pidb 11*.pidb
11*.dll.build 12*.dll.build
12*.dll 13*.dll
14*.log
13*.VisualState.xml 15*.VisualState.xml
14*/*/obj 16*/*/obj
15*/*/*/obj 17*/*/*/obj
@@ -23,6 +25,7 @@
23*/*/*/*/*/bin 25*/*/*/*/*/bin
24*/*/*/*/*/*/bin 26*/*/*/*/*/*/bin
25*/*/*/*/*/*/*/bin 27*/*/*/*/*/*/*/bin
28addon-modules/
26bin/Debug/*.dll 29bin/Debug/*.dll
27bin/*.dll.mdb 30bin/*.dll.mdb
28bin/*.db 31bin/*.db
diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt
index 8350802..e1de751 100644
--- a/CONTRIBUTORS.txt
+++ b/CONTRIBUTORS.txt
@@ -1,4 +1,4 @@
1 <<<>>>>The following people have contributed to OpenSim (Thank you 1<<<>>>>The following people have contributed to OpenSim (Thank you
2for your effort!) 2for your effort!)
3 3
4= Current OpenSim Developers (in very rough order of appearance) = 4= Current OpenSim Developers (in very rough order of appearance) =
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 24570d6..49a8e64 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -131,6 +131,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
131 availableMethods["admin_region_query"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRegionQueryMethod); 131 availableMethods["admin_region_query"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRegionQueryMethod);
132 availableMethods["admin_shutdown"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcShutdownMethod); 132 availableMethods["admin_shutdown"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcShutdownMethod);
133 availableMethods["admin_broadcast"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcAlertMethod); 133 availableMethods["admin_broadcast"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcAlertMethod);
134 availableMethods["admin_dialog"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcDialogMethod);
134 availableMethods["admin_restart"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRestartMethod); 135 availableMethods["admin_restart"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRestartMethod);
135 availableMethods["admin_load_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcLoadHeightmapMethod); 136 availableMethods["admin_load_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcLoadHeightmapMethod);
136 availableMethods["admin_save_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcSaveHeightmapMethod); 137 availableMethods["admin_save_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcSaveHeightmapMethod);
@@ -262,16 +263,70 @@ namespace OpenSim.ApplicationPlugins.RemoteController
262 Scene rebootedScene = null; 263 Scene rebootedScene = null;
263 GetSceneFromRegionParams(requestData, responseData, out rebootedScene); 264 GetSceneFromRegionParams(requestData, responseData, out rebootedScene);
264 265
266 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>();
267
265 responseData["success"] = false; 268 responseData["success"] = false;
266 responseData["accepted"] = true; 269 responseData["accepted"] = true;
267 responseData["rebooting"] = true; 270 responseData["rebooting"] = true;
268 271
269 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>(); 272 string message;
270 if (restartModule != null) 273 List<int> times = new List<int>();
274
275 if (requestData.ContainsKey("alerts"))
276 {
277 string[] alertTimes = requestData["alerts"].ToString().Split( new char[] {','});
278 if (alertTimes.Length == 1 && Convert.ToInt32(alertTimes[0]) == -1)
279 {
280 if (restartModule != null)
281 {
282 message = "Restart has been cancelled";
283
284 if (requestData.ContainsKey("message"))
285 message = requestData["message"].ToString();
286
287 restartModule.AbortRestart(message);
288
289 responseData["success"] = true;
290 responseData["rebooting"] = false;
291
292 return;
293 }
294 }
295 foreach (string a in alertTimes)
296 times.Add(Convert.ToInt32(a));
297 }
298 else
271 { 299 {
272 List<int> times = new List<int> { 30, 15 }; 300 int timeout = 30;
301 if (requestData.ContainsKey("milliseconds"))
302 timeout = Int32.Parse(requestData["milliseconds"].ToString()) / 1000;
303 while (timeout > 0)
304 {
305 times.Add(timeout);
306 if (timeout > 300)
307 timeout -= 120;
308 else if (timeout > 30)
309 timeout -= 30;
310 else
311 timeout -= 15;
312 }
313 }
314
315 message = "Region is restarting in {0}. Please save what you are doing and log out.";
273 316
274 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 317 if (requestData.ContainsKey("message"))
318 message = requestData["message"].ToString();
319
320 bool notice = true;
321 if (requestData.ContainsKey("noticetype")
322 && ((string)requestData["noticetype"] == "dialog"))
323 {
324 notice = false;
325 }
326
327 if (restartModule != null)
328 {
329 restartModule.ScheduleRestart(UUID.Zero, message, times.ToArray(), notice);
275 responseData["success"] = true; 330 responseData["success"] = true;
276 } 331 }
277 } 332 }
@@ -310,6 +365,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
310 m_log.Info("[RADMIN]: Alert request complete"); 365 m_log.Info("[RADMIN]: Alert request complete");
311 } 366 }
312 367
368 public void XmlRpcDialogMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
369 {
370 Hashtable responseData = (Hashtable)response.Value;
371
372 m_log.Info("[RADMIN]: Dialog request started");
373
374 Hashtable requestData = (Hashtable)request.Params[0];
375
376 string message = (string)requestData["message"];
377 string fromuuid = (string)requestData["from"];
378 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
379
380 responseData["accepted"] = true;
381 responseData["success"] = true;
382
383 m_application.SceneManager.ForEachScene(
384 delegate(Scene scene)
385 {
386 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
387 if (dialogModule != null)
388 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
389 });
390
391 m_log.Info("[RADMIN]: Dialog request complete");
392 }
393
313 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 394 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
314 { 395 {
315 m_log.Info("[RADMIN]: Load height maps request started"); 396 m_log.Info("[RADMIN]: Load height maps request started");
@@ -398,13 +479,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
398 message = "Region is going down now."; 479 message = "Region is going down now.";
399 } 480 }
400 481
401 m_application.SceneManager.ForEachScene( 482 if (requestData.ContainsKey("noticetype")
483 && ((string) requestData["noticetype"] == "dialog"))
484 {
485 m_application.SceneManager.ForEachScene(
486
402 delegate(Scene scene) 487 delegate(Scene scene)
488 {
489 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
490 if (dialogModule != null)
491 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
492 });
493 }
494 else
495 {
496 if (!requestData.ContainsKey("noticetype")
497 || ((string)requestData["noticetype"] != "none"))
498 {
499 m_application.SceneManager.ForEachScene(
500 delegate(Scene scene)
403 { 501 {
404 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>(); 502 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
405 if (dialogModule != null) 503 if (dialogModule != null)
406 dialogModule.SendGeneralAlert(message); 504 dialogModule.SendGeneralAlert(message);
407 }); 505 });
506 }
507 }
408 508
409 // Perform shutdown 509 // Perform shutdown
410 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing 510 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing
@@ -1570,21 +1670,22 @@ namespace OpenSim.ApplicationPlugins.RemoteController
1570 1670
1571 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1671 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
1572 { 1672 {
1573 m_log.Info("[RADMIN]: Received Query XML Administrator Request");
1574
1575 Hashtable responseData = (Hashtable)response.Value; 1673 Hashtable responseData = (Hashtable)response.Value;
1576 Hashtable requestData = (Hashtable)request.Params[0]; 1674 Hashtable requestData = (Hashtable)request.Params[0];
1577 1675
1676 responseData["success"] = true;
1677
1578 CheckRegionParams(requestData, responseData); 1678 CheckRegionParams(requestData, responseData);
1579 1679
1580 Scene scene = null; 1680 Scene scene = null;
1581 GetSceneFromRegionParams(requestData, responseData, out scene); 1681 GetSceneFromRegionParams(requestData, responseData, out scene);
1582 1682
1583 int health = scene.GetHealth(); 1683 int flags;
1684 string text;
1685 int health = scene.GetHealth(out flags, out text);
1584 responseData["health"] = health; 1686 responseData["health"] = health;
1585 1687 responseData["flags"] = flags;
1586 responseData["success"] = true; 1688 responseData["message"] = text;
1587 m_log.Info("[RADMIN]: Query XML Administrator Request complete");
1588 } 1689 }
1589 1690
1590 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1691 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
diff --git a/OpenSim/Data/AssetDataBase.cs b/OpenSim/Data/AssetDataBase.cs
index e1a810c..b4ae913 100644
--- a/OpenSim/Data/AssetDataBase.cs
+++ b/OpenSim/Data/AssetDataBase.cs
@@ -38,7 +38,7 @@ namespace OpenSim.Data
38 { 38 {
39 public abstract AssetBase GetAsset(UUID uuid); 39 public abstract AssetBase GetAsset(UUID uuid);
40 40
41 public abstract void StoreAsset(AssetBase asset); 41 public abstract bool StoreAsset(AssetBase asset);
42 public abstract bool ExistsAsset(UUID uuid); 42 public abstract bool ExistsAsset(UUID uuid);
43 43
44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
diff --git a/OpenSim/Data/IAssetData.cs b/OpenSim/Data/IAssetData.cs
index f31b215c..0c8eadd 100644
--- a/OpenSim/Data/IAssetData.cs
+++ b/OpenSim/Data/IAssetData.cs
@@ -34,7 +34,7 @@ namespace OpenSim.Data
34 public interface IAssetDataPlugin : IPlugin 34 public interface IAssetDataPlugin : IPlugin
35 { 35 {
36 AssetBase GetAsset(UUID uuid); 36 AssetBase GetAsset(UUID uuid);
37 void StoreAsset(AssetBase asset); 37 bool StoreAsset(AssetBase asset);
38 bool ExistsAsset(UUID uuid); 38 bool ExistsAsset(UUID uuid);
39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
40 void Initialise(string connect); 40 void Initialise(string connect);
diff --git a/OpenSim/Data/IUserAccountData.cs b/OpenSim/Data/IUserAccountData.cs
index 906ba6c..bc7eda7 100644
--- a/OpenSim/Data/IUserAccountData.cs
+++ b/OpenSim/Data/IUserAccountData.cs
@@ -50,5 +50,6 @@ namespace OpenSim.Data
50 bool Store(UserAccountData data); 50 bool Store(UserAccountData data);
51 bool Delete(string field, string val); 51 bool Delete(string field, string val);
52 UserAccountData[] GetUsers(UUID scopeID, string query); 52 UserAccountData[] GetUsers(UUID scopeID, string query);
53 UserAccountData[] GetUsersWhere(UUID scopeID, string where);
53 } 54 }
54} 55}
diff --git a/OpenSim/Data/MSSQL/MSSQLAssetData.cs b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
index c7488d8..c882555 100644
--- a/OpenSim/Data/MSSQL/MSSQLAssetData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Data.MSSQL
143 /// Create asset in m_database 143 /// Create asset in m_database
144 /// </summary> 144 /// </summary>
145 /// <param name="asset">the asset</param> 145 /// <param name="asset">the asset</param>
146 override public void StoreAsset(AssetBase asset) 146 override public bool StoreAsset(AssetBase asset)
147 { 147 {
148 148
149 string sql = 149 string sql =
@@ -192,10 +192,12 @@ namespace OpenSim.Data.MSSQL
192 try 192 try
193 { 193 {
194 command.ExecuteNonQuery(); 194 command.ExecuteNonQuery();
195 return true;
195 } 196 }
196 catch(Exception e) 197 catch(Exception e)
197 { 198 {
198 m_log.Error("[ASSET DB]: Error storing item :" + e.Message); 199 m_log.Error("[ASSET DB]: Error storing item :" + e.Message);
200 return false;
199 } 201 }
200 } 202 }
201 } 203 }
diff --git a/OpenSim/Data/MSSQL/MSSQLAvatarData.cs b/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
index 301b424..49a6b09 100644
--- a/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLAvatarData : MSSQLGenericTableHandler<AvatarBaseData>, 43 public class MSSQLAvatarData : MSSQLGenericTableHandler<AvatarBaseData>,
44 IAvatarData 44 IAvatarData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLAvatarData(string connectionString, string realm) : 48 public MSSQLAvatarData(string connectionString, string realm) :
49 base(connectionString, realm, "Avatar") 49 base(connectionString, realm, "Avatar")
diff --git a/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs b/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
index 4145d95..8f471c4 100644
--- a/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
+++ b/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
@@ -40,8 +40,8 @@ namespace OpenSim.Data.MSSQL
40{ 40{
41 public class MSSQLGenericTableHandler<T> where T : class, new() 41 public class MSSQLGenericTableHandler<T> where T : class, new()
42 { 42 {
43// private static readonly ILog m_log = 43 private static readonly ILog m_log =
44// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 protected string m_ConnectionString; 46 protected string m_ConnectionString;
47 protected MSSQLManager m_database; //used for parameter type translation 47 protected MSSQLManager m_database; //used for parameter type translation
diff --git a/OpenSim/Data/MSSQL/MSSQLGridUserData.cs b/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
index 9e215f9..1870273 100644
--- a/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLGridUserData : MSSQLGenericTableHandler<GridUserData>, 43 public class MSSQLGridUserData : MSSQLGenericTableHandler<GridUserData>,
44 IGridUserData 44 IGridUserData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLGridUserData(string connectionString, string realm) : 48 public MSSQLGridUserData(string connectionString, string realm) :
49 base(connectionString, realm, "GridUserStore") 49 base(connectionString, realm, "GridUserStore")
diff --git a/OpenSim/Data/MSSQL/MSSQLManager.cs b/OpenSim/Data/MSSQL/MSSQLManager.cs
index 9a0015c..62c38d3 100644
--- a/OpenSim/Data/MSSQL/MSSQLManager.cs
+++ b/OpenSim/Data/MSSQL/MSSQLManager.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Data.MSSQL
41 /// </summary> 41 /// </summary>
42 public class MSSQLManager 42 public class MSSQLManager
43 { 43 {
44// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 /// <summary> 46 /// <summary>
47 /// Connection string for ADO.net 47 /// Connection string for ADO.net
@@ -185,6 +185,8 @@ namespace OpenSim.Data.MSSQL
185 return parameter; 185 return parameter;
186 } 186 }
187 187
188 private static readonly Dictionary<string, string> emptyDictionary = new Dictionary<string, string>();
189
188 /// <summary> 190 /// <summary>
189 /// Checks if we need to do some migrations to the database 191 /// Checks if we need to do some migrations to the database
190 /// </summary> 192 /// </summary>
diff --git a/OpenSim/Data/MSSQL/MSSQLPresenceData.cs b/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
index 8068d23..e7b3d9c 100644
--- a/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLPresenceData : MSSQLGenericTableHandler<PresenceData>, 43 public class MSSQLPresenceData : MSSQLGenericTableHandler<PresenceData>,
44 IPresenceData 44 IPresenceData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLPresenceData(string connectionString, string realm) : 48 public MSSQLPresenceData(string connectionString, string realm) :
49 base(connectionString, realm, "Presence") 49 base(connectionString, realm, "Presence")
diff --git a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
index 7feec91..dd0689c 100644
--- a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
@@ -242,5 +242,10 @@ namespace OpenSim.Data.MSSQL
242 return DoQuery(cmd); 242 return DoQuery(cmd);
243 } 243 }
244 } 244 }
245
246 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
247 {
248 return null;
249 }
245 } 250 }
246} 251}
diff --git a/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs b/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
index b19a0da..a1069c6 100644
--- a/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
@@ -40,8 +40,8 @@ namespace OpenSim.Data.MSSQL
40{ 40{
41 public class MSSQLXInventoryData : IXInventoryData 41 public class MSSQLXInventoryData : IXInventoryData
42 { 42 {
43// private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
44// MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 private MSSQLGenericTableHandler<XInventoryFolder> m_Folders; 46 private MSSQLGenericTableHandler<XInventoryFolder> m_Folders;
47 private MSSQLItemHandler m_Items; 47 private MSSQLItemHandler m_Items;
diff --git a/OpenSim/Data/MySQL/MySQLAssetData.cs b/OpenSim/Data/MySQL/MySQLAssetData.cs
index 73de64b..20df234 100644
--- a/OpenSim/Data/MySQL/MySQLAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLAssetData.cs
@@ -155,7 +155,7 @@ namespace OpenSim.Data.MySQL
155 /// </summary> 155 /// </summary>
156 /// <param name="asset">Asset UUID to create</param> 156 /// <param name="asset">Asset UUID to create</param>
157 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks> 157 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
158 override public void StoreAsset(AssetBase asset) 158 override public bool StoreAsset(AssetBase asset)
159 { 159 {
160 lock (m_dbLock) 160 lock (m_dbLock)
161 { 161 {
@@ -201,12 +201,14 @@ namespace OpenSim.Data.MySQL
201 cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags); 201 cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags);
202 cmd.Parameters.AddWithValue("?data", asset.Data); 202 cmd.Parameters.AddWithValue("?data", asset.Data);
203 cmd.ExecuteNonQuery(); 203 cmd.ExecuteNonQuery();
204 return true;
204 } 205 }
205 } 206 }
206 catch (Exception e) 207 catch (Exception e)
207 { 208 {
208 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}", 209 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
209 asset.FullID, asset.Name, e.Message); 210 asset.FullID, asset.Name, e.Message);
211 return false;
210 } 212 }
211 } 213 }
212 } 214 }
@@ -370,4 +372,4 @@ namespace OpenSim.Data.MySQL
370 372
371 #endregion 373 #endregion
372 } 374 }
373} \ No newline at end of file 375}
diff --git a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
index da8e958..86367a1 100644
--- a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
+++ b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
@@ -175,6 +175,11 @@ namespace OpenSim.Data.MySQL
175 int v = Convert.ToInt32(reader[name]); 175 int v = Convert.ToInt32(reader[name]);
176 m_Fields[name].SetValue(row, v); 176 m_Fields[name].SetValue(row, v);
177 } 177 }
178 else if (m_Fields[name].FieldType == typeof(uint))
179 {
180 uint v = Convert.ToUInt32(reader[name]);
181 m_Fields[name].SetValue(row, v);
182 }
178 else 183 else
179 { 184 {
180 m_Fields[name].SetValue(row, reader[name]); 185 m_Fields[name].SetValue(row, reader[name]);
@@ -296,4 +301,4 @@ namespace OpenSim.Data.MySQL
296 } 301 }
297 } 302 }
298 } 303 }
299} \ No newline at end of file 304}
diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs
index b2a1481..89600db 100644
--- a/OpenSim/Data/MySQL/MySQLSimulationData.cs
+++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Data.MySQL
66 Initialise(connectionString); 66 Initialise(connectionString);
67 } 67 }
68 68
69 public void Initialise(string connectionString) 69 public virtual void Initialise(string connectionString)
70 { 70 {
71 m_connectionString = connectionString; 71 m_connectionString = connectionString;
72 72
@@ -113,7 +113,7 @@ namespace OpenSim.Data.MySQL
113 113
114 public void Dispose() {} 114 public void Dispose() {}
115 115
116 public void StoreObject(SceneObjectGroup obj, UUID regionUUID) 116 public virtual void StoreObject(SceneObjectGroup obj, UUID regionUUID)
117 { 117 {
118 uint flags = obj.RootPart.GetEffectiveObjectFlags(); 118 uint flags = obj.RootPart.GetEffectiveObjectFlags();
119 119
@@ -135,7 +135,7 @@ namespace OpenSim.Data.MySQL
135 foreach (SceneObjectPart prim in obj.Parts) 135 foreach (SceneObjectPart prim in obj.Parts)
136 { 136 {
137 cmd.Parameters.Clear(); 137 cmd.Parameters.Clear();
138 138
139 cmd.CommandText = "replace into prims (" + 139 cmd.CommandText = "replace into prims (" +
140 "UUID, CreationDate, " + 140 "UUID, CreationDate, " +
141 "Name, Text, Description, " + 141 "Name, Text, Description, " +
@@ -171,7 +171,9 @@ namespace OpenSim.Data.MySQL
171 "ParticleSystem, ClickAction, Material, " + 171 "ParticleSystem, ClickAction, Material, " +
172 "CollisionSound, CollisionSoundVolume, " + 172 "CollisionSound, CollisionSoundVolume, " +
173 "PassTouches, " + 173 "PassTouches, " +
174 "LinkNumber, MediaURL) values (" + "?UUID, " + 174 "LinkNumber, MediaURL, KeyframeMotion, " +
175 "PhysicsShapeType, Density, GravityModifier, " +
176 "Friction, Restitution) values (" + "?UUID, " +
175 "?CreationDate, ?Name, ?Text, " + 177 "?CreationDate, ?Name, ?Text, " +
176 "?Description, ?SitName, ?TouchName, " + 178 "?Description, ?SitName, ?TouchName, " +
177 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " + 179 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " +
@@ -202,14 +204,17 @@ namespace OpenSim.Data.MySQL
202 "?SaleType, ?ColorR, ?ColorG, " + 204 "?SaleType, ?ColorR, ?ColorG, " +
203 "?ColorB, ?ColorA, ?ParticleSystem, " + 205 "?ColorB, ?ColorA, ?ParticleSystem, " +
204 "?ClickAction, ?Material, ?CollisionSound, " + 206 "?ClickAction, ?Material, ?CollisionSound, " +
205 "?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL)"; 207 "?CollisionSoundVolume, ?PassTouches, " +
206 208 "?LinkNumber, ?MediaURL, ?KeyframeMotion, " +
209 "?PhysicsShapeType, ?Density, ?GravityModifier, " +
210 "?Friction, ?Restitution)";
211
207 FillPrimCommand(cmd, prim, obj.UUID, regionUUID); 212 FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
208 213
209 ExecuteNonQuery(cmd); 214 ExecuteNonQuery(cmd);
210 215
211 cmd.Parameters.Clear(); 216 cmd.Parameters.Clear();
212 217
213 cmd.CommandText = "replace into primshapes (" + 218 cmd.CommandText = "replace into primshapes (" +
214 "UUID, Shape, ScaleX, ScaleY, " + 219 "UUID, Shape, ScaleX, ScaleY, " +
215 "ScaleZ, PCode, PathBegin, PathEnd, " + 220 "ScaleZ, PCode, PathBegin, PathEnd, " +
@@ -231,9 +236,9 @@ namespace OpenSim.Data.MySQL
231 "?ProfileEnd, ?ProfileCurve, " + 236 "?ProfileEnd, ?ProfileCurve, " +
232 "?ProfileHollow, ?Texture, ?ExtraParams, " + 237 "?ProfileHollow, ?Texture, ?ExtraParams, " +
233 "?State, ?Media)"; 238 "?State, ?Media)";
234 239
235 FillShapeCommand(cmd, prim); 240 FillShapeCommand(cmd, prim);
236 241
237 ExecuteNonQuery(cmd); 242 ExecuteNonQuery(cmd);
238 } 243 }
239 } 244 }
@@ -241,7 +246,7 @@ namespace OpenSim.Data.MySQL
241 } 246 }
242 } 247 }
243 248
244 public void RemoveObject(UUID obj, UUID regionUUID) 249 public virtual void RemoveObject(UUID obj, UUID regionUUID)
245 { 250 {
246// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID); 251// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID);
247 252
@@ -390,7 +395,7 @@ namespace OpenSim.Data.MySQL
390 } 395 }
391 } 396 }
392 397
393 public List<SceneObjectGroup> LoadObjects(UUID regionID) 398 public virtual List<SceneObjectGroup> LoadObjects(UUID regionID)
394 { 399 {
395 const int ROWS_PER_QUERY = 5000; 400 const int ROWS_PER_QUERY = 5000;
396 401
@@ -446,7 +451,11 @@ namespace OpenSim.Data.MySQL
446 foreach (SceneObjectPart prim in prims.Values) 451 foreach (SceneObjectPart prim in prims.Values)
447 { 452 {
448 if (prim.ParentUUID == UUID.Zero) 453 if (prim.ParentUUID == UUID.Zero)
454 {
449 objects[prim.UUID] = new SceneObjectGroup(prim); 455 objects[prim.UUID] = new SceneObjectGroup(prim);
456 if (prim.KeyframeMotion != null)
457 prim.KeyframeMotion.UpdateSceneObject(objects[prim.UUID]);
458 }
450 } 459 }
451 460
452 // Add all of the children objects to the SOGs 461 // Add all of the children objects to the SOGs
@@ -559,36 +568,51 @@ namespace OpenSim.Data.MySQL
559 } 568 }
560 } 569 }
561 570
562 public void StoreTerrain(double[,] ter, UUID regionID) 571 public virtual void StoreTerrain(double[,] ter, UUID regionID)
563 { 572 {
564 m_log.Info("[REGION DB]: Storing terrain"); 573 Util.FireAndForget(delegate(object x)
565
566 lock (m_dbLock)
567 { 574 {
568 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 575 double[,] oldTerrain = LoadTerrain(regionID);
569 {
570 dbcon.Open();
571 576
572 using (MySqlCommand cmd = dbcon.CreateCommand()) 577 m_log.Info("[REGION DB]: Storing terrain");
578
579 lock (m_dbLock)
580 {
581 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
573 { 582 {
574 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID"; 583 dbcon.Open();
575 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
576 584
577 ExecuteNonQuery(cmd); 585 using (MySqlCommand cmd = dbcon.CreateCommand())
586 {
587 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID";
588 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
578 589
579 cmd.CommandText = "insert into terrain (RegionUUID, " + 590 using (MySqlCommand cmd2 = dbcon.CreateCommand())
580 "Revision, Heightfield) values (?RegionUUID, " + 591 {
581 "1, ?Heightfield)"; 592 try
593 {
594 cmd2.CommandText = "insert into terrain (RegionUUID, " +
595 "Revision, Heightfield) values (?RegionUUID, " +
596 "1, ?Heightfield)";
582 597
583 cmd.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter)); 598 cmd2.Parameters.AddWithValue("RegionUUID", regionID.ToString());
599 cmd2.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter, oldTerrain));
584 600
585 ExecuteNonQuery(cmd); 601 ExecuteNonQuery(cmd);
602 ExecuteNonQuery(cmd2);
603 }
604 catch (Exception e)
605 {
606 m_log.ErrorFormat(e.ToString());
607 }
608 }
609 }
586 } 610 }
587 } 611 }
588 } 612 });
589 } 613 }
590 614
591 public double[,] LoadTerrain(UUID regionID) 615 public virtual double[,] LoadTerrain(UUID regionID)
592 { 616 {
593 double[,] terrain = null; 617 double[,] terrain = null;
594 618
@@ -638,7 +662,7 @@ namespace OpenSim.Data.MySQL
638 return terrain; 662 return terrain;
639 } 663 }
640 664
641 public void RemoveLandObject(UUID globalID) 665 public virtual void RemoveLandObject(UUID globalID)
642 { 666 {
643 lock (m_dbLock) 667 lock (m_dbLock)
644 { 668 {
@@ -657,7 +681,7 @@ namespace OpenSim.Data.MySQL
657 } 681 }
658 } 682 }
659 683
660 public void StoreLandObject(ILandObject parcel) 684 public virtual void StoreLandObject(ILandObject parcel)
661 { 685 {
662 lock (m_dbLock) 686 lock (m_dbLock)
663 { 687 {
@@ -714,7 +738,7 @@ namespace OpenSim.Data.MySQL
714 } 738 }
715 } 739 }
716 740
717 public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) 741 public virtual RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
718 { 742 {
719 RegionLightShareData nWP = new RegionLightShareData(); 743 RegionLightShareData nWP = new RegionLightShareData();
720 nWP.OnSave += StoreRegionWindlightSettings; 744 nWP.OnSave += StoreRegionWindlightSettings;
@@ -736,7 +760,7 @@ namespace OpenSim.Data.MySQL
736 { 760 {
737 //No result, so store our default windlight profile and return it 761 //No result, so store our default windlight profile and return it
738 nWP.regionID = regionUUID; 762 nWP.regionID = regionUUID;
739 StoreRegionWindlightSettings(nWP); 763 // StoreRegionWindlightSettings(nWP);
740 return nWP; 764 return nWP;
741 } 765 }
742 else 766 else
@@ -811,7 +835,7 @@ namespace OpenSim.Data.MySQL
811 return nWP; 835 return nWP;
812 } 836 }
813 837
814 public RegionSettings LoadRegionSettings(UUID regionUUID) 838 public virtual RegionSettings LoadRegionSettings(UUID regionUUID)
815 { 839 {
816 RegionSettings rs = null; 840 RegionSettings rs = null;
817 841
@@ -851,7 +875,7 @@ namespace OpenSim.Data.MySQL
851 return rs; 875 return rs;
852 } 876 }
853 877
854 public void StoreRegionWindlightSettings(RegionLightShareData wl) 878 public virtual void StoreRegionWindlightSettings(RegionLightShareData wl)
855 { 879 {
856 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 880 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
857 { 881 {
@@ -954,7 +978,7 @@ namespace OpenSim.Data.MySQL
954 } 978 }
955 } 979 }
956 980
957 public void RemoveRegionWindlightSettings(UUID regionID) 981 public virtual void RemoveRegionWindlightSettings(UUID regionID)
958 { 982 {
959 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 983 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
960 { 984 {
@@ -969,7 +993,7 @@ namespace OpenSim.Data.MySQL
969 } 993 }
970 } 994 }
971 995
972 public void StoreRegionSettings(RegionSettings rs) 996 public virtual void StoreRegionSettings(RegionSettings rs)
973 { 997 {
974 lock (m_dbLock) 998 lock (m_dbLock)
975 { 999 {
@@ -996,7 +1020,7 @@ namespace OpenSim.Data.MySQL
996 "use_estate_sun, fixed_sun, sun_position, " + 1020 "use_estate_sun, fixed_sun, sun_position, " +
997 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " + 1021 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " +
998 "sunvectorz, loaded_creation_datetime, " + 1022 "sunvectorz, loaded_creation_datetime, " +
999 "loaded_creation_id, map_tile_ID, " + 1023 "loaded_creation_id, map_tile_ID, block_search, casino, " +
1000 "TelehubObject, parcel_tile_ID) " + 1024 "TelehubObject, parcel_tile_ID) " +
1001 "values (?RegionUUID, ?BlockTerraform, " + 1025 "values (?RegionUUID, ?BlockTerraform, " +
1002 "?BlockFly, ?AllowDamage, ?RestrictPushing, " + 1026 "?BlockFly, ?AllowDamage, ?RestrictPushing, " +
@@ -1013,7 +1037,8 @@ namespace OpenSim.Data.MySQL
1013 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " + 1037 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " +
1014 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " + 1038 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " +
1015 "?LoadedCreationDateTime, ?LoadedCreationID, " + 1039 "?LoadedCreationDateTime, ?LoadedCreationID, " +
1016 "?TerrainImageID, ?TelehubObject, ?ParcelImageID) "; 1040 "?TerrainImageID, ?block_search, ?casino, " +
1041 "?TelehubObject, ?ParcelImageID)";
1017 1042
1018 FillRegionSettingsCommand(cmd, rs); 1043 FillRegionSettingsCommand(cmd, rs);
1019 1044
@@ -1024,7 +1049,7 @@ namespace OpenSim.Data.MySQL
1024 SaveSpawnPoints(rs); 1049 SaveSpawnPoints(rs);
1025 } 1050 }
1026 1051
1027 public List<LandData> LoadLandObjects(UUID regionUUID) 1052 public virtual List<LandData> LoadLandObjects(UUID regionUUID)
1028 { 1053 {
1029 List<LandData> landData = new List<LandData>(); 1054 List<LandData> landData = new List<LandData>();
1030 1055
@@ -1211,6 +1236,25 @@ namespace OpenSim.Data.MySQL
1211 if (!(row["MediaURL"] is System.DBNull)) 1236 if (!(row["MediaURL"] is System.DBNull))
1212 prim.MediaUrl = (string)row["MediaURL"]; 1237 prim.MediaUrl = (string)row["MediaURL"];
1213 1238
1239 if (!(row["KeyframeMotion"] is DBNull))
1240 {
1241 Byte[] data = (byte[])row["KeyframeMotion"];
1242 if (data.Length > 0)
1243 prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
1244 else
1245 prim.KeyframeMotion = null;
1246 }
1247 else
1248 {
1249 prim.KeyframeMotion = null;
1250 }
1251
1252 prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
1253 prim.Density = (float)(double)row["Density"];
1254 prim.GravityModifier = (float)(double)row["GravityModifier"];
1255 prim.Friction = (float)(double)row["Friction"];
1256 prim.Bounciness = (float)(double)row["Restitution"];
1257
1214 return prim; 1258 return prim;
1215 } 1259 }
1216 1260
@@ -1304,6 +1348,9 @@ namespace OpenSim.Data.MySQL
1304 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]); 1348 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]);
1305 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]); 1349 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]);
1306 1350
1351 newSettings.GodBlockSearch = Convert.ToBoolean(row["block_search"]);
1352 newSettings.Casino = Convert.ToBoolean(row["casino"]);
1353
1307 return newSettings; 1354 return newSettings;
1308 } 1355 }
1309 1356
@@ -1401,7 +1448,7 @@ namespace OpenSim.Data.MySQL
1401 /// </summary> 1448 /// </summary>
1402 /// <param name="val"></param> 1449 /// <param name="val"></param>
1403 /// <returns></returns> 1450 /// <returns></returns>
1404 private static Array SerializeTerrain(double[,] val) 1451 private static Array SerializeTerrain(double[,] val, double[,] oldTerrain)
1405 { 1452 {
1406 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double)); 1453 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double));
1407 BinaryWriter bw = new BinaryWriter(str); 1454 BinaryWriter bw = new BinaryWriter(str);
@@ -1410,7 +1457,11 @@ namespace OpenSim.Data.MySQL
1410 for (int x = 0; x < (int)Constants.RegionSize; x++) 1457 for (int x = 0; x < (int)Constants.RegionSize; x++)
1411 for (int y = 0; y < (int)Constants.RegionSize; y++) 1458 for (int y = 0; y < (int)Constants.RegionSize; y++)
1412 { 1459 {
1413 double height = val[x, y]; 1460 double height = 20.0;
1461 if (oldTerrain != null)
1462 height = oldTerrain[x, y];
1463 if (!double.IsNaN(val[x, y]))
1464 height = val[x, y];
1414 if (height == 0.0) 1465 if (height == 0.0)
1415 height = double.Epsilon; 1466 height = double.Epsilon;
1416 1467
@@ -1556,6 +1607,17 @@ namespace OpenSim.Data.MySQL
1556 1607
1557 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum); 1608 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
1558 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl); 1609 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
1610
1611 if (prim.KeyframeMotion != null)
1612 cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
1613 else
1614 cmd.Parameters.AddWithValue("KeyframeMotion", new Byte[0]);
1615
1616 cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
1617 cmd.Parameters.AddWithValue("Density", (double)prim.Density);
1618 cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
1619 cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
1620 cmd.Parameters.AddWithValue("Restitution", (double)prim.Bounciness);
1559 } 1621 }
1560 1622
1561 /// <summary> 1623 /// <summary>
@@ -1634,6 +1696,9 @@ namespace OpenSim.Data.MySQL
1634 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime); 1696 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime);
1635 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID); 1697 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID);
1636 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID); 1698 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID);
1699 cmd.Parameters.AddWithValue("block_search", settings.GodBlockSearch);
1700 cmd.Parameters.AddWithValue("casino", settings.Casino);
1701
1637 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID); 1702 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID);
1638 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject); 1703 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject);
1639 } 1704 }
@@ -1794,7 +1859,7 @@ namespace OpenSim.Data.MySQL
1794 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml()); 1859 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml());
1795 } 1860 }
1796 1861
1797 public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) 1862 public virtual void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
1798 { 1863 {
1799 lock (m_dbLock) 1864 lock (m_dbLock)
1800 { 1865 {
diff --git a/OpenSim/Data/MySQL/MySQLUserAccountData.cs b/OpenSim/Data/MySQL/MySQLUserAccountData.cs
index e964295..4ff3175 100644
--- a/OpenSim/Data/MySQL/MySQLUserAccountData.cs
+++ b/OpenSim/Data/MySQL/MySQLUserAccountData.cs
@@ -46,17 +46,21 @@ namespace OpenSim.Data.MySQL
46 { 46 {
47 string[] words = query.Split(new char[] {' '}); 47 string[] words = query.Split(new char[] {' '});
48 48
49 bool valid = false;
50
49 for (int i = 0 ; i < words.Length ; i++) 51 for (int i = 0 ; i < words.Length ; i++)
50 { 52 {
51 if (words[i].Length < 3) 53 if (words[i].Length > 2)
52 { 54 valid = true;
53 if (i != words.Length - 1) 55// if (words[i].Length < 3)
54 Array.Copy(words, i + 1, words, i, words.Length - i - 1); 56// {
55 Array.Resize(ref words, words.Length - 1); 57// if (i != words.Length - 1)
56 } 58// Array.Copy(words, i + 1, words, i, words.Length - i - 1);
59// Array.Resize(ref words, words.Length - 1);
60// }
57 } 61 }
58 62
59 if (words.Length == 0) 63 if ((!valid) || words.Length == 0)
60 return new UserAccountData[0]; 64 return new UserAccountData[0];
61 65
62 if (words.Length > 2) 66 if (words.Length > 2)
@@ -66,20 +70,36 @@ namespace OpenSim.Data.MySQL
66 { 70 {
67 if (words.Length == 1) 71 if (words.Length == 1)
68 { 72 {
69 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?search or LastName like ?search)", m_Realm); 73 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?search or LastName like ?search) and active=1", m_Realm);
70 cmd.Parameters.AddWithValue("?search", "%" + words[0] + "%"); 74 cmd.Parameters.AddWithValue("?search", words[0] + "%");
71 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString()); 75 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
72 } 76 }
73 else 77 else
74 { 78 {
75 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?searchFirst or LastName like ?searchLast)", m_Realm); 79 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?searchFirst and LastName like ?searchLast) and active=1", m_Realm);
76 cmd.Parameters.AddWithValue("?searchFirst", "%" + words[0] + "%"); 80 cmd.Parameters.AddWithValue("?searchFirst", words[0] + "%");
77 cmd.Parameters.AddWithValue("?searchLast", "%" + words[1] + "%"); 81 cmd.Parameters.AddWithValue("?searchLast", words[1] + "%");
78 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString()); 82 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
79 } 83 }
80 84
81 return DoQuery(cmd); 85 return DoQuery(cmd);
82 } 86 }
83 } 87 }
88
89 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
90 {
91 using (MySqlCommand cmd = new MySqlCommand())
92 {
93 if (scopeID != UUID.Zero)
94 {
95 where = "(ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (" + where + ")";
96 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
97 }
98
99 cmd.CommandText = String.Format("select * from {0} where " + where, m_Realm);
100
101 return DoQuery(cmd);
102 }
103 }
84 } 104 }
85} \ No newline at end of file 105}
diff --git a/OpenSim/Data/MySQL/MySQLXAssetData.cs b/OpenSim/Data/MySQL/MySQLXAssetData.cs
index e6ac22e..9a50373 100644
--- a/OpenSim/Data/MySQL/MySQLXAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLXAssetData.cs
@@ -497,4 +497,4 @@ namespace OpenSim.Data.MySQL
497 497
498 #endregion 498 #endregion
499 } 499 }
500} \ No newline at end of file 500}
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 099beaf..ef99ef8 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -717,7 +717,7 @@ ALTER TABLE regionsettings ADD COLUMN loaded_creation_datetime int unsigned NOT
717 717
718COMMIT; 718COMMIT;
719 719
720:VERSION 32 720:VERSION 32 #---------------------
721 721
722BEGIN; 722BEGIN;
723CREATE TABLE `regionwindlight` ( 723CREATE TABLE `regionwindlight` (
@@ -883,4 +883,3 @@ ALTER TABLE `regionsettings` MODIFY COLUMN `TelehubObject` VARCHAR(36) NOT NULL
883 883
884COMMIT; 884COMMIT;
885 885
886
diff --git a/OpenSim/Data/Null/NullUserAccountData.cs b/OpenSim/Data/Null/NullUserAccountData.cs
index ec54dba..241616b 100644
--- a/OpenSim/Data/Null/NullUserAccountData.cs
+++ b/OpenSim/Data/Null/NullUserAccountData.cs
@@ -193,5 +193,10 @@ namespace OpenSim.Data.Null
193 193
194 return false; 194 return false;
195 } 195 }
196
197 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
198 {
199 return null;
200 }
196 } 201 }
197} 202}
diff --git a/OpenSim/Data/SQLite/SQLiteAssetData.cs b/OpenSim/Data/SQLite/SQLiteAssetData.cs
index d0e24c3..7f7059b 100644
--- a/OpenSim/Data/SQLite/SQLiteAssetData.cs
+++ b/OpenSim/Data/SQLite/SQLiteAssetData.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Data.SQLite
131 /// Create an asset 131 /// Create an asset
132 /// </summary> 132 /// </summary>
133 /// <param name="asset">Asset Base</param> 133 /// <param name="asset">Asset Base</param>
134 override public void StoreAsset(AssetBase asset) 134 override public bool StoreAsset(AssetBase asset)
135 { 135 {
136 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString()); 136 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString());
137 if (ExistsAsset(asset.FullID)) 137 if (ExistsAsset(asset.FullID))
@@ -153,6 +153,7 @@ namespace OpenSim.Data.SQLite
153 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 153 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
154 154
155 cmd.ExecuteNonQuery(); 155 cmd.ExecuteNonQuery();
156 return true;
156 } 157 }
157 } 158 }
158 } 159 }
@@ -173,6 +174,7 @@ namespace OpenSim.Data.SQLite
173 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 174 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
174 175
175 cmd.ExecuteNonQuery(); 176 cmd.ExecuteNonQuery();
177 return true;
176 } 178 }
177 } 179 }
178 } 180 }
diff --git a/OpenSim/Data/SQLite/SQLiteUserAccountData.cs b/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
index 7a5de50..4d580c0 100644
--- a/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
+++ b/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
@@ -81,5 +81,10 @@ namespace OpenSim.Data.SQLite
81 81
82 return DoQuery(cmd); 82 return DoQuery(cmd);
83 } 83 }
84
85 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
86 {
87 return null;
88 }
84 } 89 }
85} 90}
diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs
index d2c6c57..ff240be 100644
--- a/OpenSim/Framework/AssetBase.cs
+++ b/OpenSim/Framework/AssetBase.cs
@@ -60,6 +60,8 @@ namespace OpenSim.Framework
60 /// </summary> 60 /// </summary>
61 private AssetMetadata m_metadata; 61 private AssetMetadata m_metadata;
62 62
63 private int m_uploadAttempts;
64
63 // This is needed for .NET serialization!!! 65 // This is needed for .NET serialization!!!
64 // Do NOT "Optimize" away! 66 // Do NOT "Optimize" away!
65 public AssetBase() 67 public AssetBase()
@@ -198,6 +200,12 @@ namespace OpenSim.Framework
198 set { m_metadata.Type = value; } 200 set { m_metadata.Type = value; }
199 } 201 }
200 202
203 public int UploadAttempts
204 {
205 get { return m_uploadAttempts; }
206 set { m_uploadAttempts = value; }
207 }
208
201 /// <summary> 209 /// <summary>
202 /// Is this a region only asset, or does this exist on the asset server also 210 /// Is this a region only asset, or does this exist on the asset server also
203 /// </summary> 211 /// </summary>
diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs
index 4f598b0..c5d9641 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -42,6 +42,8 @@ namespace OpenSim.Framework
42 { 42 {
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 44
45 // this is viewer capabilities and weared things dependent
46 // should be only used as initial default value ( V1 viewers )
45 public readonly static int VISUALPARAM_COUNT = 218; 47 public readonly static int VISUALPARAM_COUNT = 218;
46 48
47 public readonly static int TEXTURE_COUNT = 21; 49 public readonly static int TEXTURE_COUNT = 21;
@@ -240,6 +242,21 @@ namespace OpenSim.Framework
240// } 242// }
241 } 243 }
242 244
245 /// <summary>
246 /// Invalidate all of the baked textures in the appearance, useful
247 /// if you know that none are valid
248 /// </summary>
249 public virtual void ResetBakedTextures()
250 {
251 SetDefaultTexture();
252
253 //for (int i = 0; i < BAKE_INDICES.Length; i++)
254 // {
255 // int idx = BAKE_INDICES[i];
256 // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
257 // }
258 }
259
243 protected virtual void SetDefaultTexture() 260 protected virtual void SetDefaultTexture()
244 { 261 {
245 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); 262 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
@@ -304,19 +321,30 @@ namespace OpenSim.Framework
304 // made. We determine if any of the visual parameters actually 321 // made. We determine if any of the visual parameters actually
305 // changed to know if the appearance should be saved later 322 // changed to know if the appearance should be saved later
306 bool changed = false; 323 bool changed = false;
307 for (int i = 0; i < AvatarAppearance.VISUALPARAM_COUNT; i++) 324
325 int newsize = visualParams.Length;
326
327 if (newsize != m_visualparams.Length)
308 { 328 {
309 if (visualParams[i] != m_visualparams[i]) 329 changed = true;
330 m_visualparams = (byte[])visualParams.Clone();
331 }
332 else
333 {
334
335 for (int i = 0; i < newsize; i++)
310 { 336 {
311// DEBUG ON 337 if (visualParams[i] != m_visualparams[i])
312// m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}", 338 {
313// i,m_visualparams[i],visualParams[i]); 339 // DEBUG ON
314// DEBUG OFF 340 // m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}",
315 m_visualparams[i] = visualParams[i]; 341 // i,m_visualparams[i],visualParams[i]);
316 changed = true; 342 // DEBUG OFF
343 m_visualparams[i] = visualParams[i];
344 changed = true;
345 }
317 } 346 }
318 } 347 }
319
320 // Reset the height if the visual parameters actually changed 348 // Reset the height if the visual parameters actually changed
321 if (changed) 349 if (changed)
322 SetHeight(); 350 SetHeight();
@@ -374,7 +402,8 @@ namespace OpenSim.Framework
374 } 402 }
375 403
376 s += "Visual Params: "; 404 s += "Visual Params: ";
377 for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++) 405 // for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++)
406 for (uint j = 0; j < m_visualparams.Length; j++)
378 s += String.Format("{0},",m_visualparams[j]); 407 s += String.Format("{0},",m_visualparams[j]);
379 s += "\n"; 408 s += "\n";
380 409
@@ -390,19 +419,18 @@ namespace OpenSim.Framework
390 /// </remarks> 419 /// </remarks>
391 public List<AvatarAttachment> GetAttachments() 420 public List<AvatarAttachment> GetAttachments()
392 { 421 {
393 List<AvatarAttachment> alist = new List<AvatarAttachment>(); 422
394 423
395 lock (m_attachments) 424 lock (m_attachments)
396 { 425 {
426 List<AvatarAttachment> alist = new List<AvatarAttachment>();
397 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) 427 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
398 { 428 {
399 foreach (AvatarAttachment attach in kvp.Value) 429 foreach (AvatarAttachment attach in kvp.Value)
400 alist.Add(new AvatarAttachment(attach)); 430 alist.Add(new AvatarAttachment(attach));
401 } 431 }
402 } 432 return alist;
403 433 } }
404 return alist;
405 }
406 434
407 internal void AppendAttachment(AvatarAttachment attach) 435 internal void AppendAttachment(AvatarAttachment attach)
408 { 436 {
@@ -531,7 +559,6 @@ namespace OpenSim.Framework
531 return kvp.Key; 559 return kvp.Key;
532 } 560 }
533 } 561 }
534
535 return 0; 562 return 0;
536 } 563 }
537 564
@@ -598,12 +625,14 @@ namespace OpenSim.Framework
598 OSDBinary visualparams = new OSDBinary(m_visualparams); 625 OSDBinary visualparams = new OSDBinary(m_visualparams);
599 data["visualparams"] = visualparams; 626 data["visualparams"] = visualparams;
600 627
601 // Attachments 628 lock (m_attachments)
602 List<AvatarAttachment> attachments = GetAttachments(); 629 {
603 OSDArray attachs = new OSDArray(attachments.Count); 630 // Attachments
604 foreach (AvatarAttachment attach in GetAttachments()) 631 OSDArray attachs = new OSDArray(m_attachments.Count);
605 attachs.Add(attach.Pack()); 632 foreach (AvatarAttachment attach in GetAttachments())
606 data["attachments"] = attachs; 633 attachs.Add(attach.Pack());
634 data["attachments"] = attachs;
635 }
607 636
608 return data; 637 return data;
609 } 638 }
diff --git a/OpenSim/Framework/AvatarWearable.cs b/OpenSim/Framework/AvatarWearable.cs
index 8e27596..aee295a 100644
--- a/OpenSim/Framework/AvatarWearable.cs
+++ b/OpenSim/Framework/AvatarWearable.cs
@@ -62,9 +62,14 @@ namespace OpenSim.Framework
62 public static readonly int UNDERSHIRT = 10; 62 public static readonly int UNDERSHIRT = 10;
63 public static readonly int UNDERPANTS = 11; 63 public static readonly int UNDERPANTS = 11;
64 public static readonly int SKIRT = 12; 64 public static readonly int SKIRT = 12;
65
66 public static readonly int MAX_BASICWEARABLES = 13;
67
65 public static readonly int ALPHA = 13; 68 public static readonly int ALPHA = 13;
66 public static readonly int TATTOO = 14; 69 public static readonly int TATTOO = 14;
70// public static readonly int PHYSICS = 15;
67 71
72 // public static readonly int MAX_WEARABLES = 16;
68 public static readonly int MAX_WEARABLES = 15; 73 public static readonly int MAX_WEARABLES = 15;
69 74
70 public static readonly UUID DEFAULT_BODY_ITEM = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9"); 75 public static readonly UUID DEFAULT_BODY_ITEM = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9");
@@ -219,7 +224,7 @@ namespace OpenSim.Framework
219 { 224 {
220 get 225 get
221 { 226 {
222 AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES]; //should be 15 of these 227 AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES];
223 for (int i = 0; i < MAX_WEARABLES; i++) 228 for (int i = 0; i < MAX_WEARABLES; i++)
224 { 229 {
225 defaultWearables[i] = new AvatarWearable(); 230 defaultWearables[i] = new AvatarWearable();
@@ -242,10 +247,13 @@ namespace OpenSim.Framework
242 247
243// // Alpha 248// // Alpha
244// defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET); 249// defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET);
245 250
246// // Tattoo 251 // // Tattoo
247// defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET); 252 // defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
248 253
254 // // Physics
255 // defaultWearables[PHYSICS].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
256
249 return defaultWearables; 257 return defaultWearables;
250 } 258 }
251 } 259 }
diff --git a/OpenSim/Framework/ChildAgentDataUpdate.cs b/OpenSim/Framework/ChildAgentDataUpdate.cs
index 6d048f4..e718aa6 100644
--- a/OpenSim/Framework/ChildAgentDataUpdate.cs
+++ b/OpenSim/Framework/ChildAgentDataUpdate.cs
@@ -229,12 +229,14 @@ namespace OpenSim.Framework
229 229
230 public class ControllerData 230 public class ControllerData
231 { 231 {
232 public UUID ObjectID;
232 public UUID ItemID; 233 public UUID ItemID;
233 public uint IgnoreControls; 234 public uint IgnoreControls;
234 public uint EventControls; 235 public uint EventControls;
235 236
236 public ControllerData(UUID item, uint ignore, uint ev) 237 public ControllerData(UUID obj, UUID item, uint ignore, uint ev)
237 { 238 {
239 ObjectID = obj;
238 ItemID = item; 240 ItemID = item;
239 IgnoreControls = ignore; 241 IgnoreControls = ignore;
240 EventControls = ev; 242 EventControls = ev;
@@ -248,6 +250,7 @@ namespace OpenSim.Framework
248 public OSDMap PackUpdateMessage() 250 public OSDMap PackUpdateMessage()
249 { 251 {
250 OSDMap controldata = new OSDMap(); 252 OSDMap controldata = new OSDMap();
253 controldata["object"] = OSD.FromUUID(ObjectID);
251 controldata["item"] = OSD.FromUUID(ItemID); 254 controldata["item"] = OSD.FromUUID(ItemID);
252 controldata["ignore"] = OSD.FromInteger(IgnoreControls); 255 controldata["ignore"] = OSD.FromInteger(IgnoreControls);
253 controldata["event"] = OSD.FromInteger(EventControls); 256 controldata["event"] = OSD.FromInteger(EventControls);
@@ -258,6 +261,8 @@ namespace OpenSim.Framework
258 261
259 public void UnpackUpdateMessage(OSDMap args) 262 public void UnpackUpdateMessage(OSDMap args)
260 { 263 {
264 if (args["object"] != null)
265 ObjectID = args["object"].AsUUID();
261 if (args["item"] != null) 266 if (args["item"] != null)
262 ItemID = args["item"].AsUUID(); 267 ItemID = args["item"].AsUUID();
263 if (args["ignore"] != null) 268 if (args["ignore"] != null)
@@ -306,8 +311,11 @@ namespace OpenSim.Framework
306 311
307 public AgentGroupData[] Groups; 312 public AgentGroupData[] Groups;
308 public Animation[] Anims; 313 public Animation[] Anims;
314 public Animation DefaultAnim = null;
309 315
310 public UUID GranterID; 316 public UUID GranterID;
317 public UUID ParentPart;
318 public Vector3 SitOffset;
311 319
312 // Appearance 320 // Appearance
313 public AvatarAppearance Appearance; 321 public AvatarAppearance Appearance;
@@ -390,6 +398,11 @@ namespace OpenSim.Framework
390 args["animations"] = anims; 398 args["animations"] = anims;
391 } 399 }
392 400
401 if (DefaultAnim != null)
402 {
403 args["default_animation"] = DefaultAnim.PackUpdateMessage();
404 }
405
393 if (Appearance != null) 406 if (Appearance != null)
394 args["packed_appearance"] = Appearance.Pack(); 407 args["packed_appearance"] = Appearance.Pack();
395 408
@@ -468,6 +481,10 @@ namespace OpenSim.Framework
468 } 481 }
469 args["attach_objects"] = attObjs; 482 args["attach_objects"] = attObjs;
470 } 483 }
484
485 args["parent_part"] = OSD.FromUUID(ParentPart);
486 args["sit_offset"] = OSD.FromString(SitOffset.ToString());
487
471 return args; 488 return args;
472 } 489 }
473 490
@@ -583,6 +600,18 @@ namespace OpenSim.Framework
583 } 600 }
584 } 601 }
585 602
603 if (args["default_animation"] != null)
604 {
605 try
606 {
607 DefaultAnim = new Animation((OSDMap)args["default_animation"]);
608 }
609 catch
610 {
611 DefaultAnim = null;
612 }
613 }
614
586 //if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array) 615 //if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
587 //{ 616 //{
588 // OSDArray textures = (OSDArray)(args["agent_textures"]); 617 // OSDArray textures = (OSDArray)(args["agent_textures"]);
@@ -675,6 +704,11 @@ namespace OpenSim.Framework
675 } 704 }
676 } 705 }
677 } 706 }
707
708 if (args["parent_part"] != null)
709 ParentPart = args["parent_part"].AsUUID();
710 if (args["sit_offset"] != null)
711 Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
678 } 712 }
679 713
680 public AgentData() 714 public AgentData()
diff --git a/OpenSim/Framework/Communications/RestClient.cs b/OpenSim/Framework/Communications/RestClient.cs
index 97b3b60..42c0b18 100644
--- a/OpenSim/Framework/Communications/RestClient.cs
+++ b/OpenSim/Framework/Communications/RestClient.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Framework.Communications
363 _request = (HttpWebRequest) WebRequest.Create(buildUri()); 363 _request = (HttpWebRequest) WebRequest.Create(buildUri());
364 _request.KeepAlive = false; 364 _request.KeepAlive = false;
365 _request.ContentType = "application/xml"; 365 _request.ContentType = "application/xml";
366 _request.Timeout = 900000; 366 _request.Timeout = 30000;
367 _request.Method = RequestMethod; 367 _request.Method = RequestMethod;
368 _asyncException = null; 368 _asyncException = null;
369 _request.ContentLength = src.Length; 369 _request.ContentLength = src.Length;
diff --git a/OpenSim/Framework/EstateSettings.cs b/OpenSim/Framework/EstateSettings.cs
index a92abbf..9020761 100644
--- a/OpenSim/Framework/EstateSettings.cs
+++ b/OpenSim/Framework/EstateSettings.cs
@@ -58,6 +58,30 @@ namespace OpenSim.Framework
58 set { m_EstateName = value; } 58 set { m_EstateName = value; }
59 } 59 }
60 60
61 private bool m_AllowLandmark = true;
62
63 public bool AllowLandmark
64 {
65 get { return m_AllowLandmark; }
66 set { m_AllowLandmark = value; }
67 }
68
69 private bool m_AllowParcelChanges = true;
70
71 public bool AllowParcelChanges
72 {
73 get { return m_AllowParcelChanges; }
74 set { m_AllowParcelChanges = value; }
75 }
76
77 private bool m_AllowSetHome = true;
78
79 public bool AllowSetHome
80 {
81 get { return m_AllowSetHome; }
82 set { m_AllowSetHome = value; }
83 }
84
61 private uint m_ParentEstateID = 1; 85 private uint m_ParentEstateID = 1;
62 86
63 public uint ParentEstateID 87 public uint ParentEstateID
@@ -338,11 +362,30 @@ namespace OpenSim.Framework
338 return false; 362 return false;
339 } 363 }
340 364
341 public bool IsBanned(UUID avatarID) 365 public bool IsBanned(UUID avatarID, int userFlags)
342 { 366 {
343 foreach (EstateBan ban in l_EstateBans) 367 foreach (EstateBan ban in l_EstateBans)
344 if (ban.BannedUserID == avatarID) 368 if (ban.BannedUserID == avatarID)
345 return true; 369 return true;
370
371 if (!IsEstateManagerOrOwner(avatarID) && !HasAccess(avatarID))
372 {
373 if (DenyMinors)
374 {
375 if ((userFlags & 32) == 0)
376 {
377 return true;
378 }
379 }
380 if (DenyAnonymous)
381 {
382 if ((userFlags & 4) == 0)
383 {
384 return true;
385 }
386 }
387 }
388
346 return false; 389 return false;
347 } 390 }
348 391
@@ -350,7 +393,7 @@ namespace OpenSim.Framework
350 { 393 {
351 if (ban == null) 394 if (ban == null)
352 return; 395 return;
353 if (!IsBanned(ban.BannedUserID)) 396 if (!IsBanned(ban.BannedUserID, 32)) //Ignore age-based bans
354 l_EstateBans.Add(ban); 397 l_EstateBans.Add(ban);
355 } 398 }
356 399
@@ -374,6 +417,15 @@ namespace OpenSim.Framework
374 return l_EstateAccess.Contains(user); 417 return l_EstateAccess.Contains(user);
375 } 418 }
376 419
420 public void SetFromFlags(ulong regionFlags)
421 {
422 ResetHomeOnTeleport = ((regionFlags & (ulong)RegionFlags.ResetHomeOnTeleport) == (ulong)RegionFlags.ResetHomeOnTeleport);
423 BlockDwell = ((regionFlags & (ulong)RegionFlags.BlockDwell) == (ulong)RegionFlags.BlockDwell);
424 AllowLandmark = ((regionFlags & (ulong)RegionFlags.AllowLandmark) == (ulong)RegionFlags.AllowLandmark);
425 AllowParcelChanges = ((regionFlags & (ulong)RegionFlags.AllowParcelChanges) == (ulong)RegionFlags.AllowParcelChanges);
426 AllowSetHome = ((regionFlags & (ulong)RegionFlags.AllowSetHome) == (ulong)RegionFlags.AllowSetHome);
427 }
428
377 public bool GroupAccess(UUID groupID) 429 public bool GroupAccess(UUID groupID)
378 { 430 {
379 return l_EstateGroups.Contains(groupID); 431 return l_EstateGroups.Contains(groupID);
diff --git a/OpenSim/Framework/ExtraPhysicsData.cs b/OpenSim/Framework/ExtraPhysicsData.cs
new file mode 100644
index 0000000..9e7334f
--- /dev/null
+++ b/OpenSim/Framework/ExtraPhysicsData.cs
@@ -0,0 +1,50 @@
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 OpenMetaverse;
29
30namespace OpenSim.Framework
31{
32 public enum PhysShapeType : byte
33 {
34 prim = 0,
35 none = 1,
36 convex = 2,
37
38 invalid = 255 // use to mark invalid data in ExtraPhysicsData
39 }
40
41 public struct ExtraPhysicsData
42 {
43 public float Density;
44 public float GravitationModifier;
45 public float Friction;
46 public float Bounce;
47 public PhysShapeType PhysShapeType;
48
49 }
50}
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index 869b069..c1bd078 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -70,6 +70,8 @@ namespace OpenSim.Framework
70 70
71 public delegate void StopAnim(IClientAPI remoteClient, UUID animID); 71 public delegate void StopAnim(IClientAPI remoteClient, UUID animID);
72 72
73 public delegate void ChangeAnim(UUID animID, bool addOrRemove, bool sendPack);
74
73 public delegate void LinkObjects(IClientAPI remoteClient, uint parent, List<uint> children); 75 public delegate void LinkObjects(IClientAPI remoteClient, uint parent, List<uint> children);
74 76
75 public delegate void DelinkObjects(List<uint> primIds, IClientAPI client); 77 public delegate void DelinkObjects(List<uint> primIds, IClientAPI client);
@@ -124,12 +126,14 @@ namespace OpenSim.Framework
124 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient); 126 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient);
125 127
126 public delegate void UpdatePrimFlags( 128 public delegate void UpdatePrimFlags(
127 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient); 129 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom,ExtraPhysicsData PhysData, IClientAPI remoteClient);
128 130
129 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient); 131 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient);
130 132
131 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient); 133 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
132 134
135 public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
136
133 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 137 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
134 138
135 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 139 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
@@ -266,6 +270,9 @@ namespace OpenSim.Framework
266 public delegate void MoveInventoryItem( 270 public delegate void MoveInventoryItem(
267 IClientAPI remoteClient, List<InventoryItemBase> items); 271 IClientAPI remoteClient, List<InventoryItemBase> items);
268 272
273 public delegate void MoveItemsAndLeaveCopy(
274 IClientAPI remoteClient, List<InventoryItemBase> items, UUID destFolder);
275
269 public delegate void RemoveInventoryItem( 276 public delegate void RemoveInventoryItem(
270 IClientAPI remoteClient, List<UUID> itemIDs); 277 IClientAPI remoteClient, List<UUID> itemIDs);
271 278
@@ -441,6 +448,7 @@ namespace OpenSim.Framework
441 public delegate void ClassifiedInfoRequest(UUID classifiedID, IClientAPI client); 448 public delegate void ClassifiedInfoRequest(UUID classifiedID, IClientAPI client);
442 public delegate void ClassifiedInfoUpdate(UUID classifiedID, uint category, string name, string description, UUID parcelID, uint parentEstate, UUID snapshotID, Vector3 globalPos, byte classifiedFlags, int price, IClientAPI client); 449 public delegate void ClassifiedInfoUpdate(UUID classifiedID, uint category, string name, string description, UUID parcelID, uint parentEstate, UUID snapshotID, Vector3 globalPos, byte classifiedFlags, int price, IClientAPI client);
443 public delegate void ClassifiedDelete(UUID classifiedID, IClientAPI client); 450 public delegate void ClassifiedDelete(UUID classifiedID, IClientAPI client);
451 public delegate void ClassifiedGodDelete(UUID classifiedID, UUID queryID, IClientAPI client);
444 452
445 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client); 453 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client);
446 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client); 454 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client);
@@ -463,9 +471,9 @@ namespace OpenSim.Framework
463 471
464 public delegate void AgentFOV(IClientAPI client, float verticalAngle); 472 public delegate void AgentFOV(IClientAPI client, float verticalAngle);
465 473
466 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID); 474 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int type, uint flags);
467 475
468 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID); 476 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name);
469 477
470 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages); 478 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages);
471 479
@@ -503,6 +511,7 @@ namespace OpenSim.Framework
503 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID); 511 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID);
504 512
505 public delegate void SendPostcard(IClientAPI client); 513 public delegate void SendPostcard(IClientAPI client);
514 public delegate void ChangeInventoryItemFlags(IClientAPI client, UUID itemID, uint flags);
506 515
507 #endregion 516 #endregion
508 517
@@ -784,6 +793,7 @@ namespace OpenSim.Framework
784 event ObjectDrop OnObjectDrop; 793 event ObjectDrop OnObjectDrop;
785 event StartAnim OnStartAnim; 794 event StartAnim OnStartAnim;
786 event StopAnim OnStopAnim; 795 event StopAnim OnStopAnim;
796 event ChangeAnim OnChangeAnim;
787 event LinkObjects OnLinkObjects; 797 event LinkObjects OnLinkObjects;
788 event DelinkObjects OnDelinkObjects; 798 event DelinkObjects OnDelinkObjects;
789 event RequestMapBlocks OnRequestMapBlocks; 799 event RequestMapBlocks OnRequestMapBlocks;
@@ -833,6 +843,7 @@ namespace OpenSim.Framework
833 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 843 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
834 event UpdatePrimFlags OnUpdatePrimFlags; 844 event UpdatePrimFlags OnUpdatePrimFlags;
835 event UpdatePrimTexture OnUpdatePrimTexture; 845 event UpdatePrimTexture OnUpdatePrimTexture;
846 event ClientChangeObject onClientChangeObject;
836 event UpdateVector OnUpdatePrimGroupPosition; 847 event UpdateVector OnUpdatePrimGroupPosition;
837 event UpdateVector OnUpdatePrimSinglePosition; 848 event UpdateVector OnUpdatePrimSinglePosition;
838 event UpdatePrimRotation OnUpdatePrimGroupRotation; 849 event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -857,6 +868,7 @@ namespace OpenSim.Framework
857 event RequestTaskInventory OnRequestTaskInventory; 868 event RequestTaskInventory OnRequestTaskInventory;
858 event UpdateInventoryItem OnUpdateInventoryItem; 869 event UpdateInventoryItem OnUpdateInventoryItem;
859 event CopyInventoryItem OnCopyInventoryItem; 870 event CopyInventoryItem OnCopyInventoryItem;
871 event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
860 event MoveInventoryItem OnMoveInventoryItem; 872 event MoveInventoryItem OnMoveInventoryItem;
861 event RemoveInventoryFolder OnRemoveInventoryFolder; 873 event RemoveInventoryFolder OnRemoveInventoryFolder;
862 event RemoveInventoryItem OnRemoveInventoryItem; 874 event RemoveInventoryItem OnRemoveInventoryItem;
@@ -975,7 +987,7 @@ namespace OpenSim.Framework
975 event ClassifiedInfoRequest OnClassifiedInfoRequest; 987 event ClassifiedInfoRequest OnClassifiedInfoRequest;
976 event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 988 event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
977 event ClassifiedDelete OnClassifiedDelete; 989 event ClassifiedDelete OnClassifiedDelete;
978 event ClassifiedDelete OnClassifiedGodDelete; 990 event ClassifiedGodDelete OnClassifiedGodDelete;
979 991
980 event EventNotificationAddRequest OnEventNotificationAddRequest; 992 event EventNotificationAddRequest OnEventNotificationAddRequest;
981 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 993 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -1014,6 +1026,7 @@ namespace OpenSim.Framework
1014 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 1026 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
1015 event SimWideDeletesDelegate OnSimWideDeletes; 1027 event SimWideDeletesDelegate OnSimWideDeletes;
1016 event SendPostcard OnSendPostcard; 1028 event SendPostcard OnSendPostcard;
1029 event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
1017 event MuteListEntryUpdate OnUpdateMuteListEntry; 1030 event MuteListEntryUpdate OnUpdateMuteListEntry;
1018 event MuteListEntryRemove OnRemoveMuteListEntry; 1031 event MuteListEntryRemove OnRemoveMuteListEntry;
1019 event GodlikeMessage onGodlikeMessage; 1032 event GodlikeMessage onGodlikeMessage;
@@ -1027,6 +1040,7 @@ namespace OpenSim.Framework
1027 void InPacket(object NewPack); 1040 void InPacket(object NewPack);
1028 void ProcessInPacket(Packet NewPack); 1041 void ProcessInPacket(Packet NewPack);
1029 void Close(); 1042 void Close();
1043 void Close(bool sendStop);
1030 void Kick(string message); 1044 void Kick(string message);
1031 1045
1032 /// <summary> 1046 /// <summary>
@@ -1308,6 +1322,8 @@ namespace OpenSim.Framework
1308 1322
1309 void SendObjectPropertiesReply(ISceneEntity Entity); 1323 void SendObjectPropertiesReply(ISceneEntity Entity);
1310 1324
1325 void SendPartPhysicsProprieties(ISceneEntity Entity);
1326
1311 void SendAgentOffline(UUID[] agentIDs); 1327 void SendAgentOffline(UUID[] agentIDs);
1312 1328
1313 void SendAgentOnline(UUID[] agentIDs); 1329 void SendAgentOnline(UUID[] agentIDs);
diff --git a/OpenSim/Framework/IMoneyModule.cs b/OpenSim/Framework/IMoneyModule.cs
index 1e09728..71de93a 100644
--- a/OpenSim/Framework/IMoneyModule.cs
+++ b/OpenSim/Framework/IMoneyModule.cs
@@ -40,6 +40,7 @@ namespace OpenSim.Framework
40 bool AmountCovered(UUID agentID, int amount); 40 bool AmountCovered(UUID agentID, int amount);
41 void ApplyCharge(UUID agentID, int amount, string text); 41 void ApplyCharge(UUID agentID, int amount, string text);
42 void ApplyUploadCharge(UUID agentID, int amount, string text); 42 void ApplyUploadCharge(UUID agentID, int amount, string text);
43 void MoveMoney(UUID fromUser, UUID toUser, int amount, string text);
43 44
44 int UploadCharge { get; } 45 int UploadCharge { get; }
45 int GroupCreationCharge { get; } 46 int GroupCreationCharge { get; }
diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs
index bf2ecf2..dcaa46d 100644
--- a/OpenSim/Framework/LandData.cs
+++ b/OpenSim/Framework/LandData.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Framework
67 67
68 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark | 68 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark |
69 (uint) ParcelFlags.AllowAPrimitiveEntry | 69 (uint) ParcelFlags.AllowAPrimitiveEntry |
70 (uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform | 70 (uint) ParcelFlags.AllowDeedToGroup |
71 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts | 71 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts |
72 (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat; 72 (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat;
73 73
diff --git a/OpenSim/Framework/ObjectChangeData.cs b/OpenSim/Framework/ObjectChangeData.cs
new file mode 100644
index 0000000..8d56291
--- /dev/null
+++ b/OpenSim/Framework/ObjectChangeData.cs
@@ -0,0 +1,80 @@
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 OpenMetaverse;
29
30namespace OpenSim.Framework
31{
32 public enum ObjectChangeType : uint
33 {
34 // bits definitions
35 Position = 0x01,
36 Rotation = 0x02,
37 Scale = 0x04,
38 Group = 0x08,
39 UniformScale = 0x10,
40
41 // macros from above
42 // single prim
43 primP = 0x01,
44 primR = 0x02,
45 primPR = 0x03,
46 primS = 0x04,
47 primPS = 0x05,
48 primRS = 0x06,
49 primPSR = 0x07,
50
51 primUS = 0x14,
52 primPUS = 0x15,
53 primRUS = 0x16,
54 primPUSR = 0x17,
55
56 // group
57 groupP = 0x09,
58 groupR = 0x0A,
59 groupPR = 0x0B,
60 groupS = 0x0C,
61 groupPS = 0x0D,
62 groupRS = 0x0E,
63 groupPSR = 0x0F,
64
65 groupUS = 0x1C,
66 groupPUS = 0x1D,
67 groupRUS = 0x1E,
68 groupPUSR = 0x1F,
69
70 PRSmask = 0x07
71 }
72
73 public struct ObjectChangeData
74 {
75 public Quaternion rotation;
76 public Vector3 position;
77 public Vector3 scale;
78 public ObjectChangeType change;
79 }
80}
diff --git a/OpenSim/Framework/ParcelMediaCommandEnum.cs b/OpenSim/Framework/ParcelMediaCommandEnum.cs
index 93c41ec..e714382 100644
--- a/OpenSim/Framework/ParcelMediaCommandEnum.cs
+++ b/OpenSim/Framework/ParcelMediaCommandEnum.cs
@@ -27,7 +27,7 @@
27 27
28namespace OpenSim.Framework 28namespace OpenSim.Framework
29{ 29{
30 public enum ParcelMediaCommandEnum 30 public enum ParcelMediaCommandEnum : int
31 { 31 {
32 Stop = 0, 32 Stop = 0,
33 Pause = 1, 33 Pause = 1,
diff --git a/OpenSim/Framework/PluginLoader.cs b/OpenSim/Framework/PluginLoader.cs
index 819cb7b..cc80943 100644
--- a/OpenSim/Framework/PluginLoader.cs
+++ b/OpenSim/Framework/PluginLoader.cs
@@ -244,13 +244,22 @@ namespace OpenSim.Framework
244 // The Mono addin manager (in Mono.Addins.dll version 0.2.0.0) 244 // The Mono addin manager (in Mono.Addins.dll version 0.2.0.0)
245 // occasionally seems to corrupt its addin cache 245 // occasionally seems to corrupt its addin cache
246 // Hence, as a temporary solution we'll remove it before each startup 246 // Hence, as a temporary solution we'll remove it before each startup
247
248 string customDir = Environment.GetEnvironmentVariable ("MONO_ADDINS_REGISTRY");
249 string v0 = "addin-db-000";
250 string v1 = "addin-db-001";
251 if (customDir != null && customDir != String.Empty)
252 {
253 v0 = Path.Combine(customDir, v0);
254 v1 = Path.Combine(customDir, v1);
255 }
247 try 256 try
248 { 257 {
249 if (Directory.Exists("addin-db-000")) 258 if (Directory.Exists(v0))
250 Directory.Delete("addin-db-000", true); 259 Directory.Delete(v0, true);
251 260
252 if (Directory.Exists("addin-db-001")) 261 if (Directory.Exists(v1))
253 Directory.Delete("addin-db-001", true); 262 Directory.Delete(v1, true);
254 } 263 }
255 catch (IOException) 264 catch (IOException)
256 { 265 {
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 76dcfca..fcc9873 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -724,7 +724,12 @@ namespace OpenSim.Framework
724 return _lightColorR; 724 return _lightColorR;
725 } 725 }
726 set { 726 set {
727 _lightColorR = value; 727 if (value < 0)
728 _lightColorR = 0;
729 else if (value > 1.0f)
730 _lightColorR = 1.0f;
731 else
732 _lightColorR = value;
728 } 733 }
729 } 734 }
730 735
@@ -733,7 +738,12 @@ namespace OpenSim.Framework
733 return _lightColorG; 738 return _lightColorG;
734 } 739 }
735 set { 740 set {
736 _lightColorG = value; 741 if (value < 0)
742 _lightColorG = 0;
743 else if (value > 1.0f)
744 _lightColorG = 1.0f;
745 else
746 _lightColorG = value;
737 } 747 }
738 } 748 }
739 749
@@ -742,7 +752,12 @@ namespace OpenSim.Framework
742 return _lightColorB; 752 return _lightColorB;
743 } 753 }
744 set { 754 set {
745 _lightColorB = value; 755 if (value < 0)
756 _lightColorB = 0;
757 else if (value > 1.0f)
758 _lightColorB = 1.0f;
759 else
760 _lightColorB = value;
746 } 761 }
747 } 762 }
748 763
@@ -751,7 +766,12 @@ namespace OpenSim.Framework
751 return _lightColorA; 766 return _lightColorA;
752 } 767 }
753 set { 768 set {
754 _lightColorA = value; 769 if (value < 0)
770 _lightColorA = 0;
771 else if (value > 1.0f)
772 _lightColorA = 1.0f;
773 else
774 _lightColorA = value;
755 } 775 }
756 } 776 }
757 777
@@ -865,6 +885,11 @@ namespace OpenSim.Framework
865 885
866 public ulong GetMeshKey(Vector3 size, float lod) 886 public ulong GetMeshKey(Vector3 size, float lod)
867 { 887 {
888 return GetMeshKey(size, lod, false);
889 }
890
891 public ulong GetMeshKey(Vector3 size, float lod, bool convex)
892 {
868 ulong hash = 5381; 893 ulong hash = 5381;
869 894
870 hash = djb2(hash, this.PathCurve); 895 hash = djb2(hash, this.PathCurve);
@@ -910,6 +935,9 @@ namespace OpenSim.Framework
910 hash = djb2(hash, scaleBytes[i]); 935 hash = djb2(hash, scaleBytes[i]);
911 } 936 }
912 937
938 if(convex)
939 hash = djb2(hash, 0xa5);
940
913 return hash; 941 return hash;
914 } 942 }
915 943
@@ -1414,7 +1442,7 @@ namespace OpenSim.Framework
1414 prim.Textures = this.Textures; 1442 prim.Textures = this.Textures;
1415 1443
1416 prim.Properties = new Primitive.ObjectProperties(); 1444 prim.Properties = new Primitive.ObjectProperties();
1417 prim.Properties.Name = "Primitive"; 1445 prim.Properties.Name = "Object";
1418 prim.Properties.Description = ""; 1446 prim.Properties.Description = "";
1419 prim.Properties.CreatorID = UUID.Zero; 1447 prim.Properties.CreatorID = UUID.Zero;
1420 prim.Properties.GroupID = UUID.Zero; 1448 prim.Properties.GroupID = UUID.Zero;
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index a505524..1b2f681 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -40,6 +40,7 @@ using OpenMetaverse.StructuredData;
40 40
41namespace OpenSim.Framework 41namespace OpenSim.Framework
42{ 42{
43 [Serializable]
43 public class RegionLightShareData : ICloneable 44 public class RegionLightShareData : ICloneable
44 { 45 {
45 public bool valid = false; 46 public bool valid = false;
@@ -102,6 +103,7 @@ namespace OpenSim.Framework
102 103
103 public bool commFailTF = false; 104 public bool commFailTF = false;
104 public ConfigurationMember configMember; 105 public ConfigurationMember configMember;
106 public string DataStore = String.Empty;
105 public string RegionFile = String.Empty; 107 public string RegionFile = String.Empty;
106 public bool isSandbox = false; 108 public bool isSandbox = false;
107 public bool Persistent = true; 109 public bool Persistent = true;
@@ -649,6 +651,9 @@ namespace OpenSim.Framework
649 string location = String.Format("{0},{1}", m_regionLocX, m_regionLocY); 651 string location = String.Format("{0},{1}", m_regionLocX, m_regionLocY);
650 config.Set("Location", location); 652 config.Set("Location", location);
651 653
654 if (DataStore != String.Empty)
655 config.Set("Datastore", DataStore);
656
652 config.Set("InternalAddress", m_internalEndPoint.Address.ToString()); 657 config.Set("InternalAddress", m_internalEndPoint.Address.ToString());
653 config.Set("InternalPort", m_internalEndPoint.Port); 658 config.Set("InternalPort", m_internalEndPoint.Port);
654 659
@@ -834,6 +839,9 @@ namespace OpenSim.Framework
834 case "sim_location_y": 839 case "sim_location_y":
835 m_regionLocY = (uint) configuration_result; 840 m_regionLocY = (uint) configuration_result;
836 break; 841 break;
842 case "datastore":
843 DataStore = (string) configuration_result;
844 break;
837 case "internal_ip_address": 845 case "internal_ip_address":
838 IPAddress address = (IPAddress) configuration_result; 846 IPAddress address = (IPAddress) configuration_result;
839 m_internalEndPoint = new IPEndPoint(address, 0); 847 m_internalEndPoint = new IPEndPoint(address, 0);
@@ -984,6 +992,11 @@ namespace OpenSim.Framework
984 return regionInfo; 992 return regionInfo;
985 } 993 }
986 994
995 public int getInternalEndPointPort()
996 {
997 return m_internalEndPoint.Port;
998 }
999
987 public Dictionary<string, object> ToKeyValuePairs() 1000 public Dictionary<string, object> ToKeyValuePairs()
988 { 1001 {
989 Dictionary<string, object> kvp = new Dictionary<string, object>(); 1002 Dictionary<string, object> kvp = new Dictionary<string, object>();
@@ -1002,4 +1015,4 @@ namespace OpenSim.Framework
1002 return kvp; 1015 return kvp;
1003 } 1016 }
1004 } 1017 }
1005} \ No newline at end of file 1018}
diff --git a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
index a2f5d9c..c7caf6f 100644
--- a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
+++ b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Framework.RegionLoader.Web
48 48
49 public RegionInfo[] LoadRegions() 49 public RegionInfo[] LoadRegions()
50 { 50 {
51 int tries = 3;
52 int wait = 2000;
53
51 if (m_configSource == null) 54 if (m_configSource == null)
52 { 55 {
53 m_log.Error("[WEBLOADER]: Unable to load configuration source!"); 56 m_log.Error("[WEBLOADER]: Unable to load configuration source!");
@@ -66,63 +69,72 @@ namespace OpenSim.Framework.RegionLoader.Web
66 } 69 }
67 else 70 else
68 { 71 {
69 RegionInfo[] regionInfos = new RegionInfo[] {}; 72 while(tries > 0)
70 int regionCount = 0; 73 {
71 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url); 74 RegionInfo[] regionInfos = new RegionInfo[] {};
72 webRequest.Timeout = 30000; //30 Second Timeout 75 int regionCount = 0;
73 m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url); 76 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url);
77 webRequest.Timeout = 30000; //30 Second Timeout
78 m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url);
74 79
75 try 80 try
76 { 81 {
77 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse(); 82 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
78 m_log.Debug("[WEBLOADER]: Downloading region information..."); 83 m_log.Debug("[WEBLOADER]: Downloading region information...");
79 StreamReader reader = new StreamReader(webResponse.GetResponseStream()); 84 StreamReader reader = new StreamReader(webResponse.GetResponseStream());
80 string xmlSource = String.Empty; 85 string xmlSource = String.Empty;
81 string tempStr = reader.ReadLine(); 86 string tempStr = reader.ReadLine();
82 while (tempStr != null) 87 while (tempStr != null)
83 { 88 {
84 xmlSource = xmlSource + tempStr; 89 xmlSource = xmlSource + tempStr;
85 tempStr = reader.ReadLine(); 90 tempStr = reader.ReadLine();
86 } 91 }
87 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " + 92 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
88 xmlSource.Length); 93 xmlSource.Length);
89 XmlDocument xmlDoc = new XmlDocument(); 94 XmlDocument xmlDoc = new XmlDocument();
90 xmlDoc.LoadXml(xmlSource); 95 xmlDoc.LoadXml(xmlSource);
91 if (xmlDoc.FirstChild.Name == "Regions") 96 if (xmlDoc.FirstChild.Name == "Regions")
92 { 97 {
93 regionCount = xmlDoc.FirstChild.ChildNodes.Count; 98 regionCount = xmlDoc.FirstChild.ChildNodes.Count;
94 99
95 if (regionCount > 0) 100 if (regionCount > 0)
96 { 101 {
97 regionInfos = new RegionInfo[regionCount]; 102 regionInfos = new RegionInfo[regionCount];
98 int i; 103 int i;
99 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++) 104 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
100 { 105 {
101 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml); 106 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
102 regionInfos[i] = 107 regionInfos[i] =
103 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource); 108 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
104 } 109 }
105 } 110 }
106 } 111 }
107 } 112 }
108 catch (WebException ex) 113 catch (WebException ex)
109 { 114 {
110 if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound) 115 if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound)
116 {
117 if (!allowRegionless)
118 throw ex;
119 }
120 else
121 throw ex;
122 }
123
124 if (regionCount > 0 | allowRegionless)
125 return regionInfos;
126
127 m_log.Debug("[WEBLOADER]: Request yielded no regions.");
128 tries--;
129 if (tries > 0)
111 { 130 {
112 if (!allowRegionless) 131 m_log.Debug("[WEBLOADER]: Retrying");
113 throw ex; 132 System.Threading.Thread.Sleep(wait);
114 } 133 }
115 else 134 }
116 throw ex;
117 }
118 135
119 if (regionCount > 0 | allowRegionless) 136 m_log.Error("[WEBLOADER]: No region configs were available.");
120 return regionInfos; 137 return null;
121 else
122 {
123 m_log.Error("[WEBLOADER]: No region configs were available.");
124 return null;
125 }
126 } 138 }
127 } 139 }
128 } 140 }
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index 47dbcec..47a2780 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -482,6 +482,28 @@ namespace OpenSim.Framework
482 set { m_LoadedCreationID = value; } 482 set { m_LoadedCreationID = value; }
483 } 483 }
484 484
485 private bool m_GodBlockSearch = false;
486 public bool GodBlockSearch
487 {
488 get { return m_GodBlockSearch; }
489 set { m_GodBlockSearch = value; }
490 }
491
492 private bool m_Casino = false;
493 public bool Casino
494 {
495 get { return m_Casino; }
496 set { m_Casino = value; }
497 }
498
499 // Telehub support
500 private bool m_TelehubEnabled = false;
501 public bool HasTelehub
502 {
503 get { return m_TelehubEnabled; }
504 set { m_TelehubEnabled = value; }
505 }
506
485 // Connected Telehub object 507 // Connected Telehub object
486 private UUID m_TelehubObject = UUID.Zero; 508 private UUID m_TelehubObject = UUID.Zero;
487 public UUID TelehubObject 509 public UUID TelehubObject
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 06a8021..87d04f8 100644
--- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs
+++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
@@ -308,7 +308,7 @@ namespace OpenSim.Framework.Servers
308 308
309 EnhanceVersionInformation(); 309 EnhanceVersionInformation();
310 310
311 m_log.Info("[STARTUP]: OpenSimulator version: " + m_version + Environment.NewLine); 311 m_log.Info("[STARTUP]: Careminster version: " + m_version + Environment.NewLine);
312 // clr version potentially is more confusing than helpful, since it doesn't tell us if we're running under Mono/MS .NET and 312 // clr version potentially is more confusing than helpful, since it doesn't tell us if we're running under Mono/MS .NET and
313 // the clr version number doesn't match the project version number under Mono. 313 // the clr version number doesn't match the project version number under Mono.
314 //m_log.Info("[STARTUP]: Virtual machine runtime version: " + Environment.Version + Environment.NewLine); 314 //m_log.Info("[STARTUP]: Virtual machine runtime version: " + Environment.Version + Environment.NewLine);
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 401dfd3..f5addc8 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -1547,11 +1547,34 @@ namespace OpenSim.Framework.Servers.HttpServer
1547 1547
1548 internal void DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response) 1548 internal void DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response)
1549 { 1549 {
1550 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response"); 1550 int responsecode;
1551 int responsecode = (int)responsedata["int_response_code"]; 1551 string responseString;
1552 string responseString = (string)responsedata["str_response_string"]; 1552 string contentType;
1553 string contentType = (string)responsedata["content_type"];
1554 1553
1554 if (responsedata == null)
1555 {
1556 responsecode = 500;
1557 responseString = "No response could be obtained";
1558 contentType = "text/plain";
1559 responsedata = new Hashtable();
1560 }
1561 else
1562 {
1563 try
1564 {
1565 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response");
1566 responsecode = (int)responsedata["int_response_code"];
1567 responseString = (string)responsedata["str_response_string"];
1568 contentType = (string)responsedata["content_type"];
1569 }
1570 catch
1571 {
1572 responsecode = 500;
1573 responseString = "No response could be obtained";
1574 contentType = "text/plain";
1575 responsedata = new Hashtable();
1576 }
1577 }
1555 1578
1556 if (responsedata.ContainsKey("error_status_text")) 1579 if (responsedata.ContainsKey("error_status_text"))
1557 { 1580 {
diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs
index 5f01788..016a174 100644
--- a/OpenSim/Framework/Servers/VersionInfo.cs
+++ b/OpenSim/Framework/Servers/VersionInfo.cs
@@ -29,11 +29,11 @@ namespace OpenSim
29{ 29{
30 public class VersionInfo 30 public class VersionInfo
31 { 31 {
32 private const string VERSION_NUMBER = "0.7.4"; 32 private const string VERSION_NUMBER = "0.7.4CM";
33 private const Flavour VERSION_FLAVOUR = Flavour.Dev; 33 private const Flavour VERSION_FLAVOUR = Flavour.Dev;
34 34
35 public enum Flavour 35 public enum Flavour
36 { 36 {
37 Unknown, 37 Unknown,
38 Dev, 38 Dev,
39 RC1, 39 RC1,
@@ -50,7 +50,7 @@ namespace OpenSim
50 50
51 public static string GetVersionString(string versionNumber, Flavour flavour) 51 public static string GetVersionString(string versionNumber, Flavour flavour)
52 { 52 {
53 string versionString = "OpenSim " + versionNumber + " " + flavour; 53 string versionString = "Careminster " + versionNumber + " " + flavour;
54 return versionString.PadRight(VERSIONINFO_VERSION_LENGTH); 54 return versionString.PadRight(VERSIONINFO_VERSION_LENGTH);
55 } 55 }
56 56
diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs
index 421bd5d..814758a 100644
--- a/OpenSim/Framework/TaskInventoryDictionary.cs
+++ b/OpenSim/Framework/TaskInventoryDictionary.cs
@@ -27,9 +27,13 @@
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;
33using System.Diagnostics;
31using System.Xml.Schema; 34using System.Xml.Schema;
32using System.Xml.Serialization; 35using System.Xml.Serialization;
36using log4net;
33using OpenMetaverse; 37using OpenMetaverse;
34 38
35namespace OpenSim.Framework 39namespace OpenSim.Framework
@@ -45,6 +49,155 @@ namespace OpenSim.Framework
45 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 50
47 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem)); 51 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
52 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
53
54 private Thread LockedByThread;
55 private string WriterStack;
56
57 private Dictionary<Thread, string> ReadLockers =
58 new Dictionary<Thread, string>();
59
60 /// <value>
61 /// An advanced lock for inventory data
62 /// </value>
63 private System.Threading.ReaderWriterLockSlim m_itemLock = new System.Threading.ReaderWriterLockSlim();
64
65 /// <summary>
66 /// Are we readlocked by the calling thread?
67 /// </summary>
68 public bool IsReadLockedByMe()
69 {
70 if (m_itemLock.RecursiveReadCount > 0)
71 {
72 return true;
73 }
74 else
75 {
76 return false;
77 }
78 }
79
80 /// <summary>
81 /// Lock our inventory list for reading (many can read, one can write)
82 /// </summary>
83 public void LockItemsForRead(bool locked)
84 {
85 if (locked)
86 {
87 if (m_itemLock.IsWriteLockHeld && LockedByThread != null)
88 {
89 if (!LockedByThread.IsAlive)
90 {
91 //Locked by dead thread, reset.
92 m_itemLock = new System.Threading.ReaderWriterLockSlim();
93 }
94 }
95
96 if (m_itemLock.RecursiveReadCount > 0)
97 {
98 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.");
99 try
100 {
101 StackTrace stackTrace = new StackTrace(); // get call stack
102 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
103
104 // write call stack method names
105 foreach (StackFrame stackFrame in stackFrames)
106 {
107 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
108 }
109 }
110 catch
111 {}
112 m_itemLock.ExitReadLock();
113 }
114 if (m_itemLock.RecursiveWriteCount > 0)
115 {
116 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
117 m_itemLock.ExitWriteLock();
118 }
119
120 while (!m_itemLock.TryEnterReadLock(60000))
121 {
122 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.");
123 if (m_itemLock.IsWriteLockHeld)
124 {
125 m_itemLock = new System.Threading.ReaderWriterLockSlim();
126 System.Console.WriteLine("------------------------------------------");
127 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
128 System.Console.WriteLine("------------------------------------------");
129 System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
130 System.Console.WriteLine("------------------------------------------");
131 LockedByThread = null;
132 ReadLockers.Clear();
133 }
134 }
135 }
136 else
137 {
138 if (m_itemLock.RecursiveReadCount>0)
139 {
140 m_itemLock.ExitReadLock();
141 }
142 }
143 }
144
145 /// <summary>
146 /// Lock our inventory list for writing (many can read, one can write)
147 /// </summary>
148 public void LockItemsForWrite(bool locked)
149 {
150 if (locked)
151 {
152 //Enter a write lock, wait indefinately for one to open.
153 if (m_itemLock.RecursiveReadCount > 0)
154 {
155 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.");
156 m_itemLock.ExitReadLock();
157 }
158 if (m_itemLock.RecursiveWriteCount > 0)
159 {
160 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
161 m_itemLock.ExitWriteLock();
162 }
163 while (!m_itemLock.TryEnterWriteLock(60000))
164 {
165 if (m_itemLock.IsWriteLockHeld)
166 {
167 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.");
168 System.Console.WriteLine("------------------------------------------");
169 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
170 System.Console.WriteLine("------------------------------------------");
171 System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
172 System.Console.WriteLine("------------------------------------------");
173 }
174 else
175 {
176 m_log.Error("Thread lock detected while trying to aquire WRITE lock in TaskInventoryDictionary. Locked by a reader. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
177 System.Console.WriteLine("------------------------------------------");
178 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
179 System.Console.WriteLine("------------------------------------------");
180 foreach (KeyValuePair<Thread, string> kvp in ReadLockers)
181 {
182 System.Console.WriteLine("Locker name {0} call stack:\n" + kvp.Value, kvp.Key.Name);
183 System.Console.WriteLine("------------------------------------------");
184 }
185 }
186 m_itemLock = new System.Threading.ReaderWriterLockSlim();
187 ReadLockers.Clear();
188 }
189
190 LockedByThread = Thread.CurrentThread;
191 WriterStack = Environment.StackTrace;
192 }
193 else
194 {
195 if (m_itemLock.RecursiveWriteCount > 0)
196 {
197 m_itemLock.ExitWriteLock();
198 }
199 }
200 }
48 201
49 #region ICloneable Members 202 #region ICloneable Members
50 203
@@ -52,14 +205,13 @@ namespace OpenSim.Framework
52 { 205 {
53 TaskInventoryDictionary clone = new TaskInventoryDictionary(); 206 TaskInventoryDictionary clone = new TaskInventoryDictionary();
54 207
55 lock (this) 208 m_itemLock.EnterReadLock();
209 foreach (UUID uuid in Keys)
56 { 210 {
57 foreach (UUID uuid in Keys) 211 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
58 {
59 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
60 }
61 } 212 }
62 213 m_itemLock.ExitReadLock();
214
63 return clone; 215 return clone;
64 } 216 }
65 217
diff --git a/OpenSim/Framework/TaskInventoryItem.cs b/OpenSim/Framework/TaskInventoryItem.cs
index 362d365..fb818ee 100644
--- a/OpenSim/Framework/TaskInventoryItem.cs
+++ b/OpenSim/Framework/TaskInventoryItem.cs
@@ -72,6 +72,9 @@ namespace OpenSim.Framework
72 private UUID _loadedID = UUID.Zero; 72 private UUID _loadedID = UUID.Zero;
73 73
74 private bool _ownerChanged = false; 74 private bool _ownerChanged = false;
75
76 // This used ONLY during copy. It can't be relied on at other times!
77 private bool _scriptRunning = true;
75 78
76 public UUID AssetID { 79 public UUID AssetID {
77 get { 80 get {
@@ -350,6 +353,15 @@ namespace OpenSim.Framework
350 } 353 }
351 } 354 }
352 355
356 public bool ScriptRunning {
357 get {
358 return _scriptRunning;
359 }
360 set {
361 _scriptRunning = value;
362 }
363 }
364
353 // See ICloneable 365 // See ICloneable
354 366
355 #region ICloneable Members 367 #region ICloneable Members
diff --git a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
index 672847d..6fde488 100644
--- a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
+++ b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
@@ -217,12 +217,12 @@ namespace OpenSim.Framework.Tests
217 BannedHostNameMask = string.Empty, 217 BannedHostNameMask = string.Empty,
218 BannedUserID = bannedUserId} 218 BannedUserID = bannedUserId}
219 ); 219 );
220 Assert.IsTrue(es.IsBanned(bannedUserId), "User Should be banned but is not."); 220 Assert.IsTrue(es.IsBanned(bannedUserId, 32), "User Should be banned but is not.");
221 Assert.IsFalse(es.IsBanned(UUID.Zero), "User Should not be banned but is."); 221 Assert.IsFalse(es.IsBanned(UUID.Zero, 32), "User Should not be banned but is.");
222 222
223 es.RemoveBan(bannedUserId); 223 es.RemoveBan(bannedUserId);
224 224
225 Assert.IsFalse(es.IsBanned(bannedUserId), "User Should not be banned but is."); 225 Assert.IsFalse(es.IsBanned(bannedUserId, 32), "User Should not be banned but is.");
226 226
227 es.AddEstateManager(UUID.Zero); 227 es.AddEstateManager(UUID.Zero);
228 228
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index e03bb74..728cda0 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -480,19 +480,25 @@ namespace OpenSim.Framework
480 /// </summary> 480 /// </summary>
481 /// <param name="data"></param> 481 /// <param name="data"></param>
482 /// <returns></returns> 482 /// <returns></returns>
483
483 public static string Md5Hash(string data) 484 public static string Md5Hash(string data)
484 { 485 {
485 byte[] dataMd5 = ComputeMD5Hash(data); 486 return Md5Hash(data, Encoding.Default);
487 }
488
489 public static string Md5Hash(string data, Encoding encoding)
490 {
491 byte[] dataMd5 = ComputeMD5Hash(data, encoding);
486 StringBuilder sb = new StringBuilder(); 492 StringBuilder sb = new StringBuilder();
487 for (int i = 0; i < dataMd5.Length; i++) 493 for (int i = 0; i < dataMd5.Length; i++)
488 sb.AppendFormat("{0:x2}", dataMd5[i]); 494 sb.AppendFormat("{0:x2}", dataMd5[i]);
489 return sb.ToString(); 495 return sb.ToString();
490 } 496 }
491 497
492 private static byte[] ComputeMD5Hash(string data) 498 private static byte[] ComputeMD5Hash(string data, Encoding encoding)
493 { 499 {
494 MD5 md5 = MD5.Create(); 500 MD5 md5 = MD5.Create();
495 return md5.ComputeHash(Encoding.Default.GetBytes(data)); 501 return md5.ComputeHash(encoding.GetBytes(data));
496 } 502 }
497 503
498 /// <summary> 504 /// <summary>
@@ -500,6 +506,12 @@ namespace OpenSim.Framework
500 /// </summary> 506 /// </summary>
501 /// <param name="data"></param> 507 /// <param name="data"></param>
502 /// <returns></returns> 508 /// <returns></returns>
509
510 public static string SHA1Hash(string data, Encoding enc)
511 {
512 return SHA1Hash(enc.GetBytes(data));
513 }
514
503 public static string SHA1Hash(string data) 515 public static string SHA1Hash(string data)
504 { 516 {
505 return SHA1Hash(Encoding.Default.GetBytes(data)); 517 return SHA1Hash(Encoding.Default.GetBytes(data));
@@ -1104,19 +1116,19 @@ namespace OpenSim.Framework
1104 { 1116 {
1105 string os = String.Empty; 1117 string os = String.Empty;
1106 1118
1107 if (Environment.OSVersion.Platform != PlatformID.Unix) 1119// if (Environment.OSVersion.Platform != PlatformID.Unix)
1108 { 1120// {
1109 os = Environment.OSVersion.ToString(); 1121// os = Environment.OSVersion.ToString();
1110 } 1122// }
1111 else 1123// else
1112 { 1124// {
1113 os = ReadEtcIssue(); 1125// os = ReadEtcIssue();
1114 } 1126// }
1115 1127//
1116 if (os.Length > 45) 1128// if (os.Length > 45)
1117 { 1129// {
1118 os = os.Substring(0, 45); 1130// os = os.Substring(0, 45);
1119 } 1131// }
1120 1132
1121 return os; 1133 return os;
1122 } 1134 }
@@ -1249,7 +1261,7 @@ namespace OpenSim.Framework
1249 1261
1250 public static Guid GetHashGuid(string data, string salt) 1262 public static Guid GetHashGuid(string data, string salt)
1251 { 1263 {
1252 byte[] hash = ComputeMD5Hash(data + salt); 1264 byte[] hash = ComputeMD5Hash(data + salt, Encoding.Default);
1253 1265
1254 //string s = BitConverter.ToString(hash); 1266 //string s = BitConverter.ToString(hash);
1255 1267
diff --git a/OpenSim/Framework/Watchdog.cs b/OpenSim/Framework/Watchdog.cs
index e93e50e..881b6aa 100644
--- a/OpenSim/Framework/Watchdog.cs
+++ b/OpenSim/Framework/Watchdog.cs
@@ -266,7 +266,7 @@ namespace OpenSim.Framework
266 266
267 lock (m_threads) 267 lock (m_threads)
268 { 268 {
269 int now = Environment.TickCount & Int32.MaxValue; 269 int now = Environment.TickCount;
270 270
271 foreach (ThreadWatchdogInfo threadInfo in m_threads.Values) 271 foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
272 { 272 {
@@ -302,4 +302,4 @@ namespace OpenSim.Framework
302 m_watchdogTimer.Start(); 302 m_watchdogTimer.Start();
303 } 303 }
304 } 304 }
305} \ No newline at end of file 305}
diff --git a/OpenSim/Framework/WebUtil.cs b/OpenSim/Framework/WebUtil.cs
index 2aa4af5..6a40cd5 100644
--- a/OpenSim/Framework/WebUtil.cs
+++ b/OpenSim/Framework/WebUtil.cs
@@ -223,6 +223,7 @@ namespace OpenSim.Framework
223 catch (Exception ex) 223 catch (Exception ex)
224 { 224 {
225 errorMessage = ex.Message; 225 errorMessage = ex.Message;
226 m_log.Debug("[WEB UTIL]: Exception making request: " + ex.ToString());
226 } 227 }
227 finally 228 finally
228 { 229 {
@@ -302,7 +303,7 @@ namespace OpenSim.Framework
302 /// </summary> 303 /// </summary>
303 public static OSDMap PostToService(string url, NameValueCollection data) 304 public static OSDMap PostToService(string url, NameValueCollection data)
304 { 305 {
305 return ServiceFormRequest(url,data,10000); 306 return ServiceFormRequest(url,data, 20000);
306 } 307 }
307 308
308 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout) 309 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout)
@@ -997,6 +998,11 @@ namespace OpenSim.Framework
997 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception> 998 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
998 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj) 999 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj)
999 { 1000 {
1001 return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, 0);
1002 }
1003
1004 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout)
1005 {
1000 int reqnum = WebUtil.RequestNumber++; 1006 int reqnum = WebUtil.RequestNumber++;
1001 // m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method); 1007 // m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
1002 1008
@@ -1008,6 +1014,8 @@ namespace OpenSim.Framework
1008 1014
1009 WebRequest request = WebRequest.Create(requestUrl); 1015 WebRequest request = WebRequest.Create(requestUrl);
1010 request.Method = verb; 1016 request.Method = verb;
1017 if (pTimeout != 0)
1018 request.Timeout = pTimeout * 1000;
1011 MemoryStream buffer = null; 1019 MemoryStream buffer = null;
1012 1020
1013 if ((verb == "POST") || (verb == "PUT")) 1021 if ((verb == "POST") || (verb == "PUT"))
@@ -1123,4 +1131,4 @@ namespace OpenSim.Framework
1123 return deserial; 1131 return deserial;
1124 } 1132 }
1125 } 1133 }
1126} \ No newline at end of file 1134}
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6796f2b..daae3e6 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 // ...and close on our side 484 // ...and close on our side
485 presence.Scene.IncomingCloseAgent(presence.UUID); 485 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1202,7 +1202,7 @@ namespace OpenSim
1202 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1202 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1203 } 1203 }
1204 } 1204 }
1205 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1205 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1206 } 1206 }
1207 else 1207 else
1208 { 1208 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 045e8d2..0adb693 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -201,6 +205,11 @@ namespace OpenSim
201 CreatePIDFile(pidFile); 205 CreatePIDFile(pidFile);
202 206
203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 207 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
208
209 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
210
211 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
212 m_permsModules = new List<string>(permissionModules.Split(','));
204 } 213 }
205 214
206 // Load the simulation data service 215 // Load the simulation data service
@@ -229,6 +238,12 @@ namespace OpenSim
229 m_moduleLoader = new ModuleLoader(m_config.Source); 238 m_moduleLoader = new ModuleLoader(m_config.Source);
230 239
231 LoadPlugins(); 240 LoadPlugins();
241
242 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
243 {
244 Environment.Exit(1);
245 }
246
232 foreach (IApplicationPlugin plugin in m_plugins) 247 foreach (IApplicationPlugin plugin in m_plugins)
233 { 248 {
234 plugin.PostInitialise(); 249 plugin.PostInitialise();
@@ -379,7 +394,41 @@ namespace OpenSim
379 } 394 }
380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 395 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
381 396
397 if (m_securePermissionsLoading)
398 {
399 foreach (string s in m_permsModules)
400 {
401 if (!scene.RegionModules.ContainsKey(s))
402 {
403 bool found = false;
404 foreach (IRegionModule m in modules)
405 {
406 if (m.Name == s)
407 {
408 found = true;
409 }
410 }
411 if (!found)
412 {
413 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
414 Environment.Exit(0);
415 }
416 }
417 }
418 }
419
382 scene.SetModuleInterfaces(); 420 scene.SetModuleInterfaces();
421// First Step of bootreport sequence
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.ColdStart(1,scene);
425 scene.SnmpService.LinkDown(scene);
426 }
427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.BootInfo("Loading prins", scene);
431 }
383 432
384 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 433 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
385 SetUpEstateOwner(scene); 434 SetUpEstateOwner(scene);
@@ -393,6 +442,11 @@ namespace OpenSim
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
395 444
445 if (scene.SnmpService != null)
446 {
447 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
448 }
449
396 try 450 try
397 { 451 {
398 scene.RegisterRegionWithGrid(); 452 scene.RegisterRegionWithGrid();
@@ -403,15 +457,29 @@ namespace OpenSim
403 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 457 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
404 e.Message, e.StackTrace); 458 e.Message, e.StackTrace);
405 459
460 if (scene.SnmpService != null)
461 {
462 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
463 }
406 // Carrying on now causes a lot of confusion down the 464 // Carrying on now causes a lot of confusion down the
407 // line - we need to get the user's attention 465 // line - we need to get the user's attention
408 Environment.Exit(1); 466 Environment.Exit(1);
409 } 467 }
410 468
469 if (scene.SnmpService != null)
470 {
471 scene.SnmpService.BootInfo("Grid Registration done", scene);
472 }
473
411 // We need to do this after we've initialized the 474 // We need to do this after we've initialized the
412 // scripting engines. 475 // scripting engines.
413 scene.CreateScriptInstances(); 476 scene.CreateScriptInstances();
414 477
478 if (scene.SnmpService != null)
479 {
480 scene.SnmpService.BootInfo("ScriptEngine started", scene);
481 }
482
415 m_sceneManager.Add(scene); 483 m_sceneManager.Add(scene);
416 484
417 if (m_autoCreateClientStack) 485 if (m_autoCreateClientStack)
@@ -420,6 +488,10 @@ namespace OpenSim
420 clientServer.Start(); 488 clientServer.Start();
421 } 489 }
422 490
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("Initializing region modules", scene);
494 }
423 if (do_post_init) 495 if (do_post_init)
424 { 496 {
425 foreach (IRegionModule module in modules) 497 foreach (IRegionModule module in modules)
@@ -431,6 +503,12 @@ namespace OpenSim
431 503
432 mscene = scene; 504 mscene = scene;
433 505
506 if (scene.SnmpService != null)
507 {
508 scene.SnmpService.BootInfo("The region is operational", scene);
509 scene.SnmpService.LinkUp(scene);
510 }
511
434 scene.Start(); 512 scene.Start();
435 513
436 scene.StartScripts(); 514 scene.StartScripts();
@@ -550,6 +628,11 @@ namespace OpenSim
550 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
551 { 629 {
552 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 630 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
631 if (scene.SnmpService != null)
632 {
633 scene.SnmpService.BootInfo("The region is shutting down", scene);
634 scene.SnmpService.LinkDown(scene);
635 }
553 IRegionModulesController controller; 636 IRegionModulesController controller;
554 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
555 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 6c28e78..d397893 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -96,7 +96,10 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 96 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 97 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
99 99 private static readonly string m_getObjectPhysicsDataPath = "0101/";
100 private static readonly string m_getObjectCostPath = "0102/";
101 private static readonly string m_ResourceCostSelectedPath = "0103/";
102
100 103
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 104 // These are callbacks which will be setup by the scene so that we can update scene data when we
102 // receive capability calls 105 // receive capability calls
@@ -199,6 +202,14 @@ namespace OpenSim.Region.ClientStack.Linden
199 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 202 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
200 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 203 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
201 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 204 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
205 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
206 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
207 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
208 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
209 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
210 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
211
212
202 213
203 m_HostCapsObj.RegisterHandler( 214 m_HostCapsObj.RegisterHandler(
204 "CopyInventoryFromNotecard", 215 "CopyInventoryFromNotecard",
@@ -849,6 +860,151 @@ namespace OpenSim.Region.ClientStack.Linden
849 response["int_response_code"] = 200; 860 response["int_response_code"] = 200;
850 return LLSDHelpers.SerialiseLLSDReply(response); 861 return LLSDHelpers.SerialiseLLSDReply(response);
851 } 862 }
863
864 public string GetObjectPhysicsData(string request, string path,
865 string param, IOSHttpRequest httpRequest,
866 IOSHttpResponse httpResponse)
867 {
868 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
869 OSDMap resp = new OSDMap();
870 OSDArray object_ids = (OSDArray)req["object_ids"];
871
872 for (int i = 0 ; i < object_ids.Count ; i++)
873 {
874 UUID uuid = object_ids[i].AsUUID();
875
876 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
877 if (obj != null)
878 {
879 OSDMap object_data = new OSDMap();
880
881 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
882 object_data["Density"] = obj.Density;
883 object_data["Friction"] = obj.Friction;
884 object_data["Restitution"] = obj.Bounciness;
885 object_data["GravityMultiplier"] = obj.GravityModifier;
886
887 resp[uuid.ToString()] = object_data;
888 }
889 }
890
891 string response = OSDParser.SerializeLLSDXmlString(resp);
892 return response;
893 }
894
895 public string GetObjectCost(string request, string path,
896 string param, IOSHttpRequest httpRequest,
897 IOSHttpResponse httpResponse)
898 {
899 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
900 OSDMap resp = new OSDMap();
901
902 OSDArray object_ids = (OSDArray)req["object_ids"];
903
904 for (int i = 0; i < object_ids.Count; i++)
905 {
906 UUID uuid = object_ids[i].AsUUID();
907
908 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
909
910 if (part != null)
911 {
912 SceneObjectGroup grp = part.ParentGroup;
913 if (grp != null)
914 {
915 float linksetCost;
916 float linksetPhysCost;
917 float partCost;
918 float partPhysCost;
919
920 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
921
922 OSDMap object_data = new OSDMap();
923 object_data["linked_set_resource_cost"] = linksetCost;
924 object_data["resource_cost"] = partCost;
925 object_data["physics_cost"] = partPhysCost;
926 object_data["linked_set_physics_cost"] = linksetPhysCost;
927
928 resp[uuid.ToString()] = object_data;
929 }
930 }
931 }
932
933 string response = OSDParser.SerializeLLSDXmlString(resp);
934 return response;
935 }
936
937 public string ResourceCostSelected(string request, string path,
938 string param, IOSHttpRequest httpRequest,
939 IOSHttpResponse httpResponse)
940 {
941 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
942 OSDMap resp = new OSDMap();
943
944
945 float phys=0;
946 float stream=0;
947 float simul=0;
948
949 if (req.ContainsKey("selected_roots"))
950 {
951 OSDArray object_ids = (OSDArray)req["selected_roots"];
952
953 // should go by SOG suming costs for all parts
954 // ll v3 works ok with several objects select we get the list and adds ok
955 // FS calls per object so results are wrong guess fs bug
956 for (int i = 0; i < object_ids.Count; i++)
957 {
958 UUID uuid = object_ids[i].AsUUID();
959 float Physc;
960 float simulc;
961 float streamc;
962
963 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
964 if (grp != null)
965 {
966 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
967 phys += Physc;
968 stream += streamc;
969 simul += simulc;
970 }
971 }
972 }
973 else if (req.ContainsKey("selected_prims"))
974 {
975 OSDArray object_ids = (OSDArray)req["selected_prims"];
976
977 // don't see in use in any of the 2 viewers
978 // guess it should be for edit linked but... nothing
979 // should go to SOP per part
980 for (int i = 0; i < object_ids.Count; i++)
981 {
982 UUID uuid = object_ids[i].AsUUID();
983
984 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
985 if (part != null)
986 {
987 phys += part.PhysicsCost;
988 stream += part.StreamingCost;
989 simul += part.SimulationCost;
990 }
991 }
992 }
993
994 if (simul != 0)
995 {
996 OSDMap object_data = new OSDMap();
997
998 object_data["physics"] = phys;
999 object_data["streaming"] = stream;
1000 object_data["simulation"] = simul;
1001
1002 resp["selected"] = object_data;
1003 }
1004
1005 string response = OSDParser.SerializeLLSDXmlString(resp);
1006 return response;
1007 }
852 } 1008 }
853 1009
854 public class AssetUploader 1010 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 1a35d22..a38d231 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -809,5 +809,13 @@ namespace OpenSim.Region.ClientStack.Linden
809 { 809 {
810 return EventQueueHelper.BuildEvent(eventName, eventBody); 810 return EventQueueHelper.BuildEvent(eventName, eventBody);
811 } 811 }
812
813 public void partPhysicsProperties(uint localID, byte physhapetype,
814 float density, float friction, float bounce, float gravmod,UUID avatarID)
815 {
816 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
817 density, friction, bounce, gravmod);
818 Enqueue(item, avatarID);
819 }
812 } 820 }
813} 821}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 4d6081c..9ae8dfb 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
98 public event AvatarPickerRequest OnAvatarPickerRequest; 98 public event AvatarPickerRequest OnAvatarPickerRequest;
99 public event StartAnim OnStartAnim; 99 public event StartAnim OnStartAnim;
100 public event StopAnim OnStopAnim; 100 public event StopAnim OnStopAnim;
101 public event ChangeAnim OnChangeAnim;
101 public event Action<IClientAPI> OnRequestAvatarsData; 102 public event Action<IClientAPI> OnRequestAvatarsData;
102 public event LinkObjects OnLinkObjects; 103 public event LinkObjects OnLinkObjects;
103 public event DelinkObjects OnDelinkObjects; 104 public event DelinkObjects OnDelinkObjects;
@@ -125,6 +126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 127 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 128 public event UpdatePrimTexture OnUpdatePrimTexture;
129 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 130 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 131 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 132 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 160 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 161 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 162 public event CopyInventoryItem OnCopyInventoryItem;
163 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 164 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 165 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 166 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +259,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 259 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 260 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 261 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 262 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 263 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 264 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 265 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 290 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 291 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 292 public event SendPostcard OnSendPostcard;
293 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 294 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 295 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 296 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +340,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 340 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 341 /// ownerless phantom.
338 /// 342 ///
339 /// All manipulation of this set has to occur under a lock 343 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 344 ///
341 /// </value> 345 /// </value>
342 protected HashSet<uint> m_killRecord; 346 protected HashSet<uint> m_killRecord;
@@ -344,6 +348,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 348// protected HashSet<uint> m_attachmentsSent;
345 349
346 private int m_moneyBalance; 350 private int m_moneyBalance;
351 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 352 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 353 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 354 private AgentUpdateArgs lastarg;
@@ -383,6 +388,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 388 get { return m_startpos; }
384 set { m_startpos = value; } 389 set { m_startpos = value; }
385 } 390 }
391 public bool DeliverPackets
392 {
393 get { return m_deliverPackets; }
394 set {
395 m_deliverPackets = value;
396 m_udpClient.m_deliverPackets = value;
397 }
398 }
386 public UUID AgentId { get { return m_agentId; } } 399 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 400 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 401 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -485,18 +498,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 498
486 #region Client Methods 499 #region Client Methods
487 500
501
488 /// <summary> 502 /// <summary>
489 /// Shut down the client view 503 /// Shut down the client view
490 /// </summary> 504 /// </summary>
491 public void Close() 505 public void Close()
492 { 506 {
507 Close(true);
508 }
509
510 /// <summary>
511 /// Shut down the client view
512 /// </summary>
513 public void Close(bool sendStop)
514 {
493 m_log.DebugFormat( 515 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 516 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 517 Name, m_scene.RegionInfo.RegionName);
496 518
497 // Send the STOP packet 519 if (sendStop)
498 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 520 {
499 OutPacket(disable, ThrottleOutPacketType.Unknown); 521 // Send the STOP packet
522 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
523 OutPacket(disable, ThrottleOutPacketType.Unknown);
524 }
500 525
501 IsActive = false; 526 IsActive = false;
502 527
@@ -796,7 +821,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 821 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 822 reply.ChatData.SourceID = fromAgentID;
798 823
799 OutPacket(reply, ThrottleOutPacketType.Task); 824 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 825 }
801 826
802 /// <summary> 827 /// <summary>
@@ -1082,6 +1107,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1107 public virtual void SendLayerData(float[] map)
1083 { 1108 {
1084 Util.FireAndForget(DoSendLayerData, map); 1109 Util.FireAndForget(DoSendLayerData, map);
1110
1111 // Send it sync, and async. It's not that much data
1112 // and it improves user experience just so much!
1113 DoSendLayerData(map);
1085 } 1114 }
1086 1115
1087 /// <summary> 1116 /// <summary>
@@ -1094,16 +1123,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1123
1095 try 1124 try
1096 { 1125 {
1097 //for (int y = 0; y < 16; y++) 1126 for (int y = 0; y < 16; y++)
1098 //{ 1127 {
1099 // for (int x = 0; x < 16; x++) 1128 for (int x = 0; x < 16; x+=4)
1100 // { 1129 {
1101 // SendLayerData(x, y, map); 1130 SendLayerPacket(x, y, map);
1102 // } 1131 }
1103 //} 1132 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1133 }
1108 catch (Exception e) 1134 catch (Exception e)
1109 { 1135 {
@@ -1111,51 +1137,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1137 }
1112 } 1138 }
1113 1139
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1140 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1141 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1142 /// </summary>
1145 /// <param name="map">heightmap</param> 1143 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1144 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1145 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1146 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1147 {
1150 // int[] patches = new int[4]; 1148 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1149 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1150 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1151 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1152 patches[3] = x + 3 + y * 16;
1155 1153
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1154 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1155 map :
1158 // } 1156 LLHeightFieldMoronize(map);
1157
1158 try
1159 {
1160 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1161 OutPacket(layerpack, ThrottleOutPacketType.Land);
1162 }
1163 catch
1164 {
1165 for (int px = x ; px < x + 4 ; px++)
1166 SendLayerData(px, y, map);
1167 }
1168 }
1159 1169
1160 /// <summary> 1170 /// <summary>
1161 /// Sends a specified patch to a client 1171 /// Sends a specified patch to a client
@@ -1175,7 +1185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1185 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1186 layerpack.Header.Reliable = true;
1177 1187
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1188 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1189 }
1180 catch (Exception e) 1190 catch (Exception e)
1181 { 1191 {
@@ -1538,7 +1548,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1538 1548
1539 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1549 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1550 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1551// foreach (uint id in localIDs)
1552// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1542 1553
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1554 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1555 // TODO: don't create new blocks if recycling an old packet
@@ -2300,6 +2311,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2300 OutPacket(sound, ThrottleOutPacketType.Task); 2311 OutPacket(sound, ThrottleOutPacketType.Task);
2301 } 2312 }
2302 2313
2314 public void SendTransferAbort(TransferRequestPacket transferRequest)
2315 {
2316 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2317 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2318 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2319 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2320 OutPacket(abort, ThrottleOutPacketType.Task);
2321 }
2322
2303 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2323 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2304 { 2324 {
2305 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2325 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2592,6 +2612,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2592 } 2612 }
2593 } 2613 }
2594 2614
2615 public void SendPartPhysicsProprieties(ISceneEntity entity)
2616 {
2617 SceneObjectPart part = (SceneObjectPart)entity;
2618 if (part != null && AgentId != UUID.Zero)
2619 {
2620 try
2621 {
2622 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2623 if (eq != null)
2624 {
2625 uint localid = part.LocalId;
2626 byte physshapetype = part.PhysicsShapeType;
2627 float density = part.Density;
2628 float friction = part.Friction;
2629 float bounce = part.Bounciness;
2630 float gravmod = part.GravityModifier;
2631
2632 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2633 }
2634 }
2635 catch (Exception ex)
2636 {
2637 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2638 }
2639 part.UpdatePhysRequired = false;
2640 }
2641 }
2642
2643
2595 2644
2596 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2645 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2597 { 2646 {
@@ -2747,7 +2796,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2747 reply.Data.ParcelID = parcelID; 2796 reply.Data.ParcelID = parcelID;
2748 reply.Data.OwnerID = land.OwnerID; 2797 reply.Data.OwnerID = land.OwnerID;
2749 reply.Data.Name = Utils.StringToBytes(land.Name); 2798 reply.Data.Name = Utils.StringToBytes(land.Name);
2750 reply.Data.Desc = Utils.StringToBytes(land.Description); 2799 if (land != null && land.Description != null && land.Description != String.Empty)
2800 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2801 else
2802 reply.Data.Desc = new Byte[0];
2751 reply.Data.ActualArea = land.Area; 2803 reply.Data.ActualArea = land.Area;
2752 reply.Data.BillableArea = land.Area; // TODO: what is this? 2804 reply.Data.BillableArea = land.Area; // TODO: what is this?
2753 2805
@@ -3482,7 +3534,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3482 3534
3483 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3535 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3484 // TODO: don't create new blocks if recycling an old packet 3536 // TODO: don't create new blocks if recycling an old packet
3485 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3537 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3486 avp.ObjectData.TextureEntry = textureEntry; 3538 avp.ObjectData.TextureEntry = textureEntry;
3487 3539
3488 AvatarAppearancePacket.VisualParamBlock avblock = null; 3540 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3610,7 +3662,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3610 /// </summary> 3662 /// </summary>
3611 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3663 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3612 { 3664 {
3613 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3665 if (entity is SceneObjectPart)
3666 {
3667 SceneObjectPart e = (SceneObjectPart)entity;
3668 SceneObjectGroup g = e.ParentGroup;
3669 if (g.RootPart.Shape.State > 30) // HUD
3670 if (g.OwnerID != AgentId)
3671 return; // Don't send updates for other people's HUDs
3672 }
3673
3614 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3674 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3615 3675
3616 lock (m_entityUpdates.SyncRoot) 3676 lock (m_entityUpdates.SyncRoot)
@@ -3677,211 +3737,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3677 3737
3678 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3738 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3679 // condition where a kill can be processed before an out-of-date update for the same object. 3739 // condition where a kill can be processed before an out-of-date update for the same object.
3680 lock (m_killRecord) 3740 float avgTimeDilation = 1.0f;
3741 IEntityUpdate iupdate;
3742 Int32 timeinqueue; // this is just debugging code & can be dropped later
3743
3744 while (updatesThisCall < maxUpdates)
3681 { 3745 {
3682 float avgTimeDilation = 1.0f; 3746 lock (m_entityUpdates.SyncRoot)
3683 IEntityUpdate iupdate; 3747 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3684 Int32 timeinqueue; // this is just debugging code & can be dropped later 3748 break;
3685
3686 while (updatesThisCall < maxUpdates)
3687 {
3688 lock (m_entityUpdates.SyncRoot)
3689 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3690 break;
3691 3749
3692 EntityUpdate update = (EntityUpdate)iupdate; 3750 EntityUpdate update = (EntityUpdate)iupdate;
3693 3751
3694 avgTimeDilation += update.TimeDilation; 3752 avgTimeDilation += update.TimeDilation;
3695 avgTimeDilation *= 0.5f; 3753 avgTimeDilation *= 0.5f;
3696 3754
3697 if (update.Entity is SceneObjectPart) 3755 if (update.Entity is SceneObjectPart)
3756 {
3757 SceneObjectPart part = (SceneObjectPart)update.Entity;
3758
3759 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3760 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3761 // safety measure.
3762 //
3763 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3764 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3765 // updates and kills on different threads with different scheduling strategies, hence this protection.
3766 //
3767 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3768 // after the root prim has been deleted.
3769 lock (m_killRecord)
3698 { 3770 {
3699 SceneObjectPart part = (SceneObjectPart)update.Entity;
3700
3701 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3702 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3703 // safety measure.
3704 //
3705 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3706 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3707 // updates and kills on different threads with different scheduling strategies, hence this protection.
3708 //
3709 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3710 // after the root prim has been deleted.
3711 if (m_killRecord.Contains(part.LocalId)) 3771 if (m_killRecord.Contains(part.LocalId))
3712 {
3713 // m_log.WarnFormat(
3714 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3715 // part.LocalId, Name);
3716 continue; 3772 continue;
3717 } 3773 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3718 3774 continue;
3719 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3775 }
3776
3777 if (part.ParentGroup.IsDeleted)
3778 continue;
3779
3780 if (part.ParentGroup.IsAttachment)
3781 { // Someone else's HUD, why are we getting these?
3782 if (part.ParentGroup.OwnerID != AgentId &&
3783 part.ParentGroup.RootPart.Shape.State >= 30)
3784 continue;
3785 ScenePresence sp;
3786 // Owner is not in the sim, don't update it to
3787 // anyone
3788 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3789 continue;
3790
3791 List<SceneObjectGroup> atts = sp.GetAttachments();
3792 bool found = false;
3793 foreach (SceneObjectGroup att in atts)
3720 { 3794 {
3721 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3795 if (att == part.ParentGroup)
3722 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3723 { 3796 {
3724 part.Shape.LightEntry = false; 3797 found = true;
3798 break;
3725 } 3799 }
3726 } 3800 }
3801
3802 // It's an attachment of a valid avatar, but
3803 // doesn't seem to be attached, skip
3804 if (!found)
3805 continue;
3806
3807 // On vehicle crossing, the attachments are received
3808 // while the avatar is still a child. Don't send
3809 // updates here because the LocalId has not yet
3810 // been updated and the viewer will derender the
3811 // attachments until the avatar becomes root.
3812 if (sp.IsChildAgent)
3813 continue;
3727 } 3814 }
3728 3815 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3729 ++updatesThisCall;
3730
3731 #region UpdateFlags to packet type conversion
3732
3733 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3734
3735 bool canUseCompressed = true;
3736 bool canUseImproved = true;
3737
3738 // Compressed object updates only make sense for LL primitives
3739 if (!(update.Entity is SceneObjectPart))
3740 {
3741 canUseCompressed = false;
3742 }
3743
3744 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3745 {
3746 canUseCompressed = false;
3747 canUseImproved = false;
3748 }
3749 else
3750 { 3816 {
3751 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3817 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3752 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3818 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3753 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3755 {
3756 canUseCompressed = false;
3757 }
3758
3759 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3773 { 3819 {
3774 canUseImproved = false; 3820 part.Shape.LightEntry = false;
3775 } 3821 }
3776 } 3822 }
3777 3823 }
3778 #endregion UpdateFlags to packet type conversion 3824
3779 3825 ++updatesThisCall;
3780 #region Block Construction 3826
3781 3827 #region UpdateFlags to packet type conversion
3782 // TODO: Remove this once we can build compressed updates 3828
3829 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3830
3831 bool canUseCompressed = true;
3832 bool canUseImproved = true;
3833
3834 // Compressed object updates only make sense for LL primitives
3835 if (!(update.Entity is SceneObjectPart))
3836 {
3783 canUseCompressed = false; 3837 canUseCompressed = false;
3784 3838 }
3785 if (!canUseImproved && !canUseCompressed) 3839
3786 { 3840 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3787 if (update.Entity is ScenePresence) 3841 {
3788 { 3842 canUseCompressed = false;
3789 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3843 canUseImproved = false;
3790 objectUpdates.Value.Add(update); 3844 }
3791 } 3845 else
3792 else 3846 {
3793 { 3847 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3794 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3848 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3795 objectUpdates.Value.Add(update); 3849 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3796 } 3850 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3797 }
3798 else if (!canUseImproved)
3799 { 3851 {
3800 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3852 canUseCompressed = false;
3801 compressedUpdates.Value.Add(update);
3802 } 3853 }
3803 else 3854
3855 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3866 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3867 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3868 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3804 { 3869 {
3805 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3870 canUseImproved = false;
3806 {
3807 // Self updates go into a special list
3808 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3809 terseAgentUpdates.Value.Add(update);
3810 }
3811 else
3812 {
3813 // Everything else goes here
3814 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3815 terseUpdates.Value.Add(update);
3816 }
3817 } 3871 }
3818
3819 #endregion Block Construction
3820 } 3872 }
3821
3822
3823 #region Packet Sending
3824 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3825 3873
3826 if (terseAgentUpdateBlocks.IsValueCreated) 3874 #endregion UpdateFlags to packet type conversion
3827 {
3828 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3829 3875
3830 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3876 #region Block Construction
3831 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3832 packet.RegionData.TimeDilation = timeDilation;
3833 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3834 3877
3835 for (int i = 0; i < blocks.Count; i++) 3878 // TODO: Remove this once we can build compressed updates
3836 packet.ObjectData[i] = blocks[i]; 3879 canUseCompressed = false;
3837 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3838 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3839 }
3840 3880
3841 if (objectUpdateBlocks.IsValueCreated) 3881 if (!canUseImproved && !canUseCompressed)
3842 { 3882 {
3843 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3883 if (update.Entity is ScenePresence)
3844 3884 {
3845 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3885 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3846 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3886 }
3847 packet.RegionData.TimeDilation = timeDilation; 3887 else
3848 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3888 {
3849 3889 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3850 for (int i = 0; i < blocks.Count; i++) 3890 }
3851 packet.ObjectData[i] = blocks[i];
3852 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3853 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3854 } 3891 }
3855 3892 else if (!canUseImproved)
3856 if (compressedUpdateBlocks.IsValueCreated)
3857 { 3893 {
3858 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3894 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3859
3860 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3861 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3862 packet.RegionData.TimeDilation = timeDilation;
3863 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3864
3865 for (int i = 0; i < blocks.Count; i++)
3866 packet.ObjectData[i] = blocks[i];
3867 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3868 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3869 } 3895 }
3870 3896 else
3871 if (terseUpdateBlocks.IsValueCreated)
3872 { 3897 {
3873 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3898 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3874 3899 // Self updates go into a special list
3875 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3900 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3876 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3901 else
3877 packet.RegionData.TimeDilation = timeDilation; 3902 // Everything else goes here
3878 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3903 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3879
3880 for (int i = 0; i < blocks.Count; i++)
3881 packet.ObjectData[i] = blocks[i];
3882 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3883 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3884 } 3904 }
3905
3906 #endregion Block Construction
3907 }
3908
3909 #region Packet Sending
3910
3911 const float TIME_DILATION = 1.0f;
3912 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3913
3914 if (terseAgentUpdateBlocks.IsValueCreated)
3915 {
3916 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3917
3918 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3919 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3920 packet.RegionData.TimeDilation = timeDilation;
3921 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3922
3923 for (int i = 0; i < blocks.Count; i++)
3924 packet.ObjectData[i] = blocks[i];
3925
3926 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3927 }
3928
3929 if (objectUpdateBlocks.IsValueCreated)
3930 {
3931 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3932
3933 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3934 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3935 packet.RegionData.TimeDilation = timeDilation;
3936 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3937
3938 for (int i = 0; i < blocks.Count; i++)
3939 packet.ObjectData[i] = blocks[i];
3940
3941 OutPacket(packet, ThrottleOutPacketType.Task, true);
3942 }
3943
3944 if (compressedUpdateBlocks.IsValueCreated)
3945 {
3946 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3947
3948 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3949 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3950 packet.RegionData.TimeDilation = timeDilation;
3951 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3952
3953 for (int i = 0; i < blocks.Count; i++)
3954 packet.ObjectData[i] = blocks[i];
3955
3956 OutPacket(packet, ThrottleOutPacketType.Task, true);
3957 }
3958
3959 if (terseUpdateBlocks.IsValueCreated)
3960 {
3961 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3962
3963 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3964 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3965 packet.RegionData.TimeDilation = timeDilation;
3966 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3967
3968 for (int i = 0; i < blocks.Count; i++)
3969 packet.ObjectData[i] = blocks[i];
3970
3971 OutPacket(packet, ThrottleOutPacketType.Task, true);
3885 } 3972 }
3886 3973
3887 #endregion Packet Sending 3974 #endregion Packet Sending
@@ -4174,11 +4261,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4174 4261
4175 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4262 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4176 // of the object rather than the properties when the packet was created 4263 // of the object rather than the properties when the packet was created
4177 OutPacket(packet, ThrottleOutPacketType.Task, true, 4264 // HACK : Remove intelligent resending until it's fixed in core
4178 delegate(OutgoingPacket oPacket) 4265 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4179 { 4266 // delegate(OutgoingPacket oPacket)
4180 ResendPropertyUpdates(updates, oPacket); 4267 // {
4181 }); 4268 // ResendPropertyUpdates(updates, oPacket);
4269 // });
4270 OutPacket(packet, ThrottleOutPacketType.Task, true);
4182 4271
4183 // pbcnt += blocks.Count; 4272 // pbcnt += blocks.Count;
4184 // ppcnt++; 4273 // ppcnt++;
@@ -4204,11 +4293,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4204 // of the object rather than the properties when the packet was created 4293 // of the object rather than the properties when the packet was created
4205 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4294 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4206 updates.Add(familyUpdates.Value[i]); 4295 updates.Add(familyUpdates.Value[i]);
4207 OutPacket(packet, ThrottleOutPacketType.Task, true, 4296 // HACK : Remove intelligent resending until it's fixed in core
4208 delegate(OutgoingPacket oPacket) 4297 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4209 { 4298 // delegate(OutgoingPacket oPacket)
4210 ResendPropertyUpdates(updates, oPacket); 4299 // {
4211 }); 4300 // ResendPropertyUpdates(updates, oPacket);
4301 // });
4302 OutPacket(packet, ThrottleOutPacketType.Task, true);
4212 4303
4213 // fpcnt++; 4304 // fpcnt++;
4214 // fbcnt++; 4305 // fbcnt++;
@@ -4357,37 +4448,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4357 if (bl[i].BannedUserID == UUID.Zero) 4448 if (bl[i].BannedUserID == UUID.Zero)
4358 continue; 4449 continue;
4359 BannedUsers.Add(bl[i].BannedUserID); 4450 BannedUsers.Add(bl[i].BannedUserID);
4360 }
4361 4451
4362 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4452 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4363 packet.AgentData.TransactionID = UUID.Random(); 4453 {
4364 packet.AgentData.AgentID = AgentId; 4454 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4365 packet.AgentData.SessionID = SessionId; 4455 packet.AgentData.TransactionID = UUID.Random();
4366 packet.MethodData.Invoice = invoice; 4456 packet.AgentData.AgentID = AgentId;
4367 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4457 packet.AgentData.SessionID = SessionId;
4458 packet.MethodData.Invoice = invoice;
4459 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4368 4460
4369 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4461 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4370 4462
4371 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4463 int j;
4372 { 4464 for (j = 0; j < (6 + BannedUsers.Count); j++)
4373 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4465 {
4374 } 4466 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4375 int j = 0; 4467 }
4468 j = 0;
4376 4469
4377 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4473 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4474 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4475 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 4476
4384 foreach (UUID banned in BannedUsers) 4477 foreach (UUID banned in BannedUsers)
4385 { 4478 {
4386 returnblock[j].Parameter = banned.GetBytes(); j++; 4479 returnblock[j].Parameter = banned.GetBytes(); j++;
4480 }
4481 packet.ParamList = returnblock;
4482 packet.Header.Reliable = true;
4483 OutPacket(packet, ThrottleOutPacketType.Task);
4484
4485 BannedUsers.Clear();
4486 }
4387 } 4487 }
4388 packet.ParamList = returnblock; 4488
4389 packet.Header.Reliable = false;
4390 OutPacket(packet, ThrottleOutPacketType.Task);
4391 } 4489 }
4392 4490
4393 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4491 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4573,7 +4671,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4573 4671
4574 if (landData.SimwideArea > 0) 4672 if (landData.SimwideArea > 0)
4575 { 4673 {
4576 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4674 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4675 // Never report more than sim total capacity
4676 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4677 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4577 updateMessage.SimWideMaxPrims = simulatorCapacity; 4678 updateMessage.SimWideMaxPrims = simulatorCapacity;
4578 } 4679 }
4579 else 4680 else
@@ -4702,14 +4803,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4702 4803
4703 if (notifyCount > 0) 4804 if (notifyCount > 0)
4704 { 4805 {
4705 if (notifyCount > 32) 4806// if (notifyCount > 32)
4706 { 4807// {
4707 m_log.InfoFormat( 4808// m_log.InfoFormat(
4708 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4809// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4709 + " - a developer might want to investigate whether this is a hard limit", 32); 4810// + " - a developer might want to investigate whether this is a hard limit", 32);
4710 4811//
4711 notifyCount = 32; 4812// notifyCount = 32;
4712 } 4813// }
4713 4814
4714 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4815 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4715 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4816 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4764,9 +4865,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4764 { 4865 {
4765 ScenePresence presence = (ScenePresence)entity; 4866 ScenePresence presence = (ScenePresence)entity;
4766 4867
4868 position = presence.OffsetPosition;
4869 rotation = presence.Rotation;
4870
4871 if (presence.ParentID != 0)
4872 {
4873 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4874 if (part != null && part != part.ParentGroup.RootPart)
4875 {
4876 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4877 rotation = part.RotationOffset * presence.Rotation;
4878 }
4879 }
4880
4767 attachPoint = 0; 4881 attachPoint = 0;
4768 collisionPlane = presence.CollisionPlane; 4882 collisionPlane = presence.CollisionPlane;
4769 position = presence.OffsetPosition;
4770 velocity = presence.Velocity; 4883 velocity = presence.Velocity;
4771 acceleration = Vector3.Zero; 4884 acceleration = Vector3.Zero;
4772 4885
@@ -4776,7 +4889,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4776// acceleration = new Vector3(1, 0, 0); 4889// acceleration = new Vector3(1, 0, 0);
4777 4890
4778 angularVelocity = Vector3.Zero; 4891 angularVelocity = Vector3.Zero;
4779 rotation = presence.Rotation;
4780 4892
4781 if (sendTexture) 4893 if (sendTexture)
4782 textureEntry = presence.Appearance.Texture.GetBytes(); 4894 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4881,13 +4993,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4881 4993
4882 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4994 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4883 { 4995 {
4996 Vector3 offsetPosition = data.OffsetPosition;
4997 Quaternion rotation = data.Rotation;
4998 uint parentID = data.ParentID;
4999
5000 if (parentID != 0)
5001 {
5002 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5003 if (part != null && part != part.ParentGroup.RootPart)
5004 {
5005 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5006 rotation = part.RotationOffset * data.Rotation;
5007 parentID = part.ParentGroup.RootPart.LocalId;
5008 }
5009 }
5010
4884 byte[] objectData = new byte[76]; 5011 byte[] objectData = new byte[76];
4885 5012
4886 data.CollisionPlane.ToBytes(objectData, 0); 5013 data.CollisionPlane.ToBytes(objectData, 0);
4887 data.OffsetPosition.ToBytes(objectData, 16); 5014 offsetPosition.ToBytes(objectData, 16);
4888// data.Velocity.ToBytes(objectData, 28); 5015// data.Velocity.ToBytes(objectData, 28);
4889// data.Acceleration.ToBytes(objectData, 40); 5016// data.Acceleration.ToBytes(objectData, 40);
4890 data.Rotation.ToBytes(objectData, 52); 5017 rotation.ToBytes(objectData, 52);
4891 //data.AngularVelocity.ToBytes(objectData, 64); 5018 //data.AngularVelocity.ToBytes(objectData, 64);
4892 5019
4893 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5020 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4901,7 +5028,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4901 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5028 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4902 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5029 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4903 update.ObjectData = objectData; 5030 update.ObjectData = objectData;
4904 update.ParentID = data.ParentID; 5031 update.ParentID = parentID;
4905 update.PathCurve = 16; 5032 update.PathCurve = 16;
4906 update.PathScaleX = 100; 5033 update.PathScaleX = 100;
4907 update.PathScaleY = 100; 5034 update.PathScaleY = 100;
@@ -5242,6 +5369,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5242 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5369 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5243 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5370 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5244 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5371 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5372 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5245 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5373 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5246 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5374 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5247 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5375 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5308,6 +5436,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5308 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5436 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5309 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5437 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5310 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5438 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5439 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5311 5440
5312 AddGenericPacketHandler("autopilot", HandleAutopilot); 5441 AddGenericPacketHandler("autopilot", HandleAutopilot);
5313 } 5442 }
@@ -5343,6 +5472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5343 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5472 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5344 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5473 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5345 (x.ControlFlags != lastarg.ControlFlags) || 5474 (x.ControlFlags != lastarg.ControlFlags) ||
5475 (x.ControlFlags != 0) ||
5346 (x.Far != lastarg.Far) || 5476 (x.Far != lastarg.Far) ||
5347 (x.Flags != lastarg.Flags) || 5477 (x.Flags != lastarg.Flags) ||
5348 (x.State != lastarg.State) || 5478 (x.State != lastarg.State) ||
@@ -5720,7 +5850,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5720 args.Channel = ch; 5850 args.Channel = ch;
5721 args.From = String.Empty; 5851 args.From = String.Empty;
5722 args.Message = Utils.BytesToString(msg); 5852 args.Message = Utils.BytesToString(msg);
5723 args.Type = ChatTypeEnum.Shout; 5853 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5724 args.Position = new Vector3(); 5854 args.Position = new Vector3();
5725 args.Scene = Scene; 5855 args.Scene = Scene;
5726 args.Sender = this; 5856 args.Sender = this;
@@ -6257,7 +6387,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6257 return true; 6387 return true;
6258 } 6388 }
6259 #endregion 6389 #endregion
6260 6390/*
6261 StartAnim handlerStartAnim = null; 6391 StartAnim handlerStartAnim = null;
6262 StopAnim handlerStopAnim = null; 6392 StopAnim handlerStopAnim = null;
6263 6393
@@ -6281,6 +6411,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6281 } 6411 }
6282 } 6412 }
6283 return true; 6413 return true;
6414*/
6415 ChangeAnim handlerChangeAnim = null;
6416
6417 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6418 {
6419 handlerChangeAnim = OnChangeAnim;
6420 if (handlerChangeAnim != null)
6421 {
6422 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6423 }
6424 }
6425
6426 handlerChangeAnim = OnChangeAnim;
6427 if (handlerChangeAnim != null)
6428 {
6429 handlerChangeAnim(UUID.Zero, false, true);
6430 }
6431
6432 return true;
6284 } 6433 }
6285 6434
6286 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6435 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6906,10 +7055,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6906 // 46,47,48 are special positions within the packet 7055 // 46,47,48 are special positions within the packet
6907 // This may change so perhaps we need a better way 7056 // This may change so perhaps we need a better way
6908 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7057 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6909 bool UsePhysics = (data[46] != 0) ? true : false; 7058 /*
6910 bool IsTemporary = (data[47] != 0) ? true : false; 7059 bool UsePhysics = (data[46] != 0) ? true : false;
6911 bool IsPhantom = (data[48] != 0) ? true : false; 7060 bool IsTemporary = (data[47] != 0) ? true : false;
6912 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7061 bool IsPhantom = (data[48] != 0) ? true : false;
7062 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7063 */
7064 bool UsePhysics = flags.AgentData.UsePhysics;
7065 bool IsPhantom = flags.AgentData.IsPhantom;
7066 bool IsTemporary = flags.AgentData.IsTemporary;
7067 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7068 ExtraPhysicsData physdata = new ExtraPhysicsData();
7069
7070 if (blocks == null || blocks.Length == 0)
7071 {
7072 physdata.PhysShapeType = PhysShapeType.invalid;
7073 }
7074 else
7075 {
7076 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7077 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7078 physdata.Bounce = phsblock.Restitution;
7079 physdata.Density = phsblock.Density;
7080 physdata.Friction = phsblock.Friction;
7081 physdata.GravitationModifier = phsblock.GravityMultiplier;
7082 }
7083
7084 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6913 } 7085 }
6914 return true; 7086 return true;
6915 } 7087 }
@@ -9763,7 +9935,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9763 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9935 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9764 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9936 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9765 UpdateMuteListEntry.MuteData.MuteType, 9937 UpdateMuteListEntry.MuteData.MuteType,
9766 UpdateMuteListEntry.AgentData.AgentID); 9938 UpdateMuteListEntry.MuteData.MuteFlags);
9767 return true; 9939 return true;
9768 } 9940 }
9769 return false; 9941 return false;
@@ -9778,8 +9950,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9778 { 9950 {
9779 handlerRemoveMuteListEntry(this, 9951 handlerRemoveMuteListEntry(this,
9780 RemoveMuteListEntry.MuteData.MuteID, 9952 RemoveMuteListEntry.MuteData.MuteID,
9781 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9953 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9782 RemoveMuteListEntry.AgentData.AgentID);
9783 return true; 9954 return true;
9784 } 9955 }
9785 return false; 9956 return false;
@@ -9823,10 +9994,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9823 return false; 9994 return false;
9824 } 9995 }
9825 9996
9997 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9998 {
9999 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10000 (ChangeInventoryItemFlagsPacket)packet;
10001 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10002 if (handlerChangeInventoryItemFlags != null)
10003 {
10004 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10005 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10006 return true;
10007 }
10008 return false;
10009 }
10010
9826 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10011 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9827 { 10012 {
9828 return true; 10013 return true;
9829 } 10014 }
10015
10016 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10017 {
10018 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10019
10020 #region Packet Session and User Check
10021 if (m_checkPackets)
10022 {
10023 if (packet.AgentData.SessionID != SessionId ||
10024 packet.AgentData.AgentID != AgentId)
10025 return true;
10026 }
10027 #endregion
10028 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10029 List<InventoryItemBase> items = new List<InventoryItemBase>();
10030 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10031 {
10032 InventoryItemBase b = new InventoryItemBase();
10033 b.ID = n.OldItemID;
10034 b.Folder = n.OldFolderID;
10035 items.Add(b);
10036 }
10037
10038 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10039 if (handlerMoveItemsAndLeaveCopy != null)
10040 {
10041 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10042 }
10043
10044 return true;
10045 }
9830 10046
9831 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10047 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9832 { 10048 {
@@ -10253,6 +10469,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10253 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10469 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10254 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10470 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10255 10471
10472 Scene scene = (Scene)m_scene;
10473 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10474 {
10475 ScenePresence p;
10476 if (scene.TryGetScenePresence(sender.AgentId, out p))
10477 {
10478 if (p.GodLevel >= 200)
10479 {
10480 groupProfileReply.GroupData.OpenEnrollment = true;
10481 groupProfileReply.GroupData.MembershipFee = 0;
10482 }
10483 }
10484 }
10485
10256 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10486 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10257 } 10487 }
10258 return true; 10488 return true;
@@ -10826,11 +11056,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10826 11056
10827 StartLure handlerStartLure = OnStartLure; 11057 StartLure handlerStartLure = OnStartLure;
10828 if (handlerStartLure != null) 11058 if (handlerStartLure != null)
10829 handlerStartLure(startLureRequest.Info.LureType, 11059 {
10830 Utils.BytesToString( 11060 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10831 startLureRequest.Info.Message), 11061 {
10832 startLureRequest.TargetData[0].TargetID, 11062 handlerStartLure(startLureRequest.Info.LureType,
10833 this); 11063 Utils.BytesToString(
11064 startLureRequest.Info.Message),
11065 startLureRequest.TargetData[i].TargetID,
11066 this);
11067 }
11068 }
10834 return true; 11069 return true;
10835 } 11070 }
10836 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11071 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10944,10 +11179,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10944 } 11179 }
10945 #endregion 11180 #endregion
10946 11181
10947 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11182 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10948 if (handlerClassifiedGodDelete != null) 11183 if (handlerClassifiedGodDelete != null)
10949 handlerClassifiedGodDelete( 11184 handlerClassifiedGodDelete(
10950 classifiedGodDelete.Data.ClassifiedID, 11185 classifiedGodDelete.Data.ClassifiedID,
11186 classifiedGodDelete.Data.QueryID,
10951 this); 11187 this);
10952 return true; 11188 return true;
10953 } 11189 }
@@ -11313,209 +11549,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11313 } 11549 }
11314 else 11550 else
11315 { 11551 {
11316// m_log.DebugFormat( 11552 ClientChangeObject updatehandler = onClientChangeObject;
11317// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11318// i, block.Type, part.Name, part.LocalId);
11319 11553
11320// // Do this once since fetch parts creates a new array. 11554 if (updatehandler != null)
11321// SceneObjectPart[] parts = part.ParentGroup.Parts; 11555 {
11322// for (int j = 0; j < parts.Length; j++) 11556 ObjectChangeData udata = new ObjectChangeData();
11323// {
11324// part.StoreUndoState();
11325// parts[j].IgnoreUndoUpdate = true;
11326// }
11327 11557
11328 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11558 /*ubit from ll JIRA:
11559 * 0x01 position
11560 * 0x02 rotation
11561 * 0x04 scale
11562
11563 * 0x08 LINK_SET
11564 * 0x10 UNIFORM for scale
11565 */
11329 11566
11330 switch (block.Type) 11567 // translate to internal changes
11331 { 11568 // not all cases .. just the ones older code did
11332 case 1:
11333 Vector3 pos1 = new Vector3(block.Data, 0);
11334 11569
11335 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11570 switch (block.Type)
11336 if (handlerUpdatePrimSinglePosition != null) 11571 {
11337 { 11572 case 1: //change position sp
11338 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11573 udata.position = new Vector3(block.Data, 0);
11339 handlerUpdatePrimSinglePosition(localId, pos1, this);
11340 }
11341 break;
11342 11574
11343 case 2: 11575 udata.change = ObjectChangeType.primP;
11344 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11576 updatehandler(localId, udata, this);
11577 break;
11345 11578
11346 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11579 case 2: // rotation sp
11347 if (handlerUpdatePrimSingleRotation != null) 11580 udata.rotation = new Quaternion(block.Data, 0, true);
11348 {
11349 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11350 handlerUpdatePrimSingleRotation(localId, rot1, this);
11351 }
11352 break;
11353 11581
11354 case 3: 11582 udata.change = ObjectChangeType.primR;
11355 Vector3 rotPos = new Vector3(block.Data, 0); 11583 updatehandler(localId, udata, this);
11356 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11584 break;
11357 11585
11358 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11586 case 3: // position plus rotation
11359 if (handlerUpdatePrimSingleRotationPosition != null) 11587 udata.position = new Vector3(block.Data, 0);
11360 { 11588 udata.rotation = new Quaternion(block.Data, 12, true);
11361 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11362 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11363 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11364 }
11365 break;
11366 11589
11367 case 4: 11590 udata.change = ObjectChangeType.primPR;
11368 case 20: 11591 updatehandler(localId, udata, this);
11369 Vector3 scale4 = new Vector3(block.Data, 0); 11592 break;
11370 11593
11371 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11594 case 4: // scale sp
11372 if (handlerUpdatePrimScale != null) 11595 udata.scale = new Vector3(block.Data, 0);
11373 { 11596 udata.change = ObjectChangeType.primS;
11374 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11375 handlerUpdatePrimScale(localId, scale4, this);
11376 }
11377 break;
11378 11597
11379 case 5: 11598 updatehandler(localId, udata, this);
11380 Vector3 scale1 = new Vector3(block.Data, 12); 11599 break;
11381 Vector3 pos11 = new Vector3(block.Data, 0);
11382 11600
11383 handlerUpdatePrimScale = OnUpdatePrimScale; 11601 case 0x14: // uniform scale sp
11384 if (handlerUpdatePrimScale != null) 11602 udata.scale = new Vector3(block.Data, 0);
11385 {
11386 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11387 handlerUpdatePrimScale(localId, scale1, this);
11388 11603
11389 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11604 udata.change = ObjectChangeType.primUS;
11390 if (handlerUpdatePrimSinglePosition != null) 11605 updatehandler(localId, udata, this);
11391 { 11606 break;
11392 handlerUpdatePrimSinglePosition(localId, pos11, this);
11393 }
11394 }
11395 break;
11396 11607
11397 case 9: 11608 case 5: // scale and position sp
11398 Vector3 pos2 = new Vector3(block.Data, 0); 11609 udata.position = new Vector3(block.Data, 0);
11610 udata.scale = new Vector3(block.Data, 12);
11399 11611
11400 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11612 udata.change = ObjectChangeType.primPS;
11613 updatehandler(localId, udata, this);
11614 break;
11401 11615
11402 if (handlerUpdateVector != null) 11616 case 0x15: //uniform scale and position
11403 { 11617 udata.position = new Vector3(block.Data, 0);
11404 handlerUpdateVector(localId, pos2, this); 11618 udata.scale = new Vector3(block.Data, 12);
11405 }
11406 break;
11407 11619
11408 case 10: 11620 udata.change = ObjectChangeType.primPUS;
11409 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11621 updatehandler(localId, udata, this);
11622 break;
11410 11623
11411 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11624 // now group related (bit 4)
11412 if (handlerUpdatePrimRotation != null) 11625 case 9: //( 8 + 1 )group position
11413 { 11626 udata.position = new Vector3(block.Data, 0);
11414 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11415 handlerUpdatePrimRotation(localId, rot3, this);
11416 }
11417 break;
11418 11627
11419 case 11: 11628 udata.change = ObjectChangeType.groupP;
11420 Vector3 pos3 = new Vector3(block.Data, 0); 11629 updatehandler(localId, udata, this);
11421 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11630 break;
11422 11631
11423 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11632 case 0x0A: // (8 + 2) group rotation
11424 if (handlerUpdatePrimGroupRotation != null) 11633 udata.rotation = new Quaternion(block.Data, 0, true);
11425 {
11426 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11427 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11428 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11429 }
11430 break;
11431 case 12:
11432 case 28:
11433 Vector3 scale7 = new Vector3(block.Data, 0);
11434 11634
11435 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11635 udata.change = ObjectChangeType.groupR;
11436 if (handlerUpdatePrimGroupScale != null) 11636 updatehandler(localId, udata, this);
11437 { 11637 break;
11438 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11439 handlerUpdatePrimGroupScale(localId, scale7, this);
11440 }
11441 break;
11442 11638
11443 case 13: 11639 case 0x0B: //( 8 + 2 + 1) group rotation and position
11444 Vector3 scale2 = new Vector3(block.Data, 12); 11640 udata.position = new Vector3(block.Data, 0);
11445 Vector3 pos4 = new Vector3(block.Data, 0); 11641 udata.rotation = new Quaternion(block.Data, 12, true);
11446 11642
11447 handlerUpdatePrimScale = OnUpdatePrimScale; 11643 udata.change = ObjectChangeType.groupPR;
11448 if (handlerUpdatePrimScale != null) 11644 updatehandler(localId, udata, this);
11449 { 11645 break;
11450 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11451 handlerUpdatePrimScale(localId, scale2, this);
11452 11646
11453 // Change the position based on scale (for bug number 246) 11647 case 0x0C: // (8 + 4) group scale
11454 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11648 // only afects root prim and only sent by viewer editor object tab scaling
11455 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11649 // mouse edition only allows uniform scaling
11456 if (handlerUpdatePrimSinglePosition != null) 11650 // SL MAY CHANGE THIS in viewers
11457 {
11458 handlerUpdatePrimSinglePosition(localId, pos4, this);
11459 }
11460 }
11461 break;
11462 11651
11463 case 29: 11652 udata.scale = new Vector3(block.Data, 0);
11464 Vector3 scale5 = new Vector3(block.Data, 12);
11465 Vector3 pos5 = new Vector3(block.Data, 0);
11466 11653
11467 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11654 udata.change = ObjectChangeType.groupS;
11468 if (handlerUpdatePrimGroupScale != null) 11655 updatehandler(localId, udata, this);
11469 {
11470 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11471 part.StoreUndoState(true);
11472 part.IgnoreUndoUpdate = true;
11473 handlerUpdatePrimGroupScale(localId, scale5, this);
11474 handlerUpdateVector = OnUpdatePrimGroupPosition;
11475 11656
11476 if (handlerUpdateVector != null) 11657 break;
11477 {
11478 handlerUpdateVector(localId, pos5, this);
11479 }
11480 11658
11481 part.IgnoreUndoUpdate = false; 11659 case 0x0D: //(8 + 4 + 1) group scale and position
11482 } 11660 // exception as above
11483 11661
11484 break; 11662 udata.position = new Vector3(block.Data, 0);
11663 udata.scale = new Vector3(block.Data, 12);
11485 11664
11486 case 21: 11665 udata.change = ObjectChangeType.groupPS;
11487 Vector3 scale6 = new Vector3(block.Data, 12); 11666 updatehandler(localId, udata, this);
11488 Vector3 pos6 = new Vector3(block.Data, 0); 11667 break;
11489 11668
11490 handlerUpdatePrimScale = OnUpdatePrimScale; 11669 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11491 if (handlerUpdatePrimScale != null) 11670 udata.scale = new Vector3(block.Data, 0);
11492 {
11493 part.StoreUndoState(false);
11494 part.IgnoreUndoUpdate = true;
11495 11671
11496 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11672 udata.change = ObjectChangeType.groupUS;
11497 handlerUpdatePrimScale(localId, scale6, this); 11673 updatehandler(localId, udata, this);
11498 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11674 break;
11499 if (handlerUpdatePrimSinglePosition != null)
11500 {
11501 handlerUpdatePrimSinglePosition(localId, pos6, this);
11502 }
11503 11675
11504 part.IgnoreUndoUpdate = false; 11676 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11505 } 11677 udata.position = new Vector3(block.Data, 0);
11506 break; 11678 udata.scale = new Vector3(block.Data, 12);
11507 11679
11508 default: 11680 udata.change = ObjectChangeType.groupPUS;
11509 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11681 updatehandler(localId, udata, this);
11510 break; 11682 break;
11683
11684 default:
11685 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11686 break;
11687 }
11511 } 11688 }
11512 11689
11513// for (int j = 0; j < parts.Length; j++)
11514// parts[j].IgnoreUndoUpdate = false;
11515 } 11690 }
11516 } 11691 }
11517 } 11692 }
11518
11519 return true; 11693 return true;
11520 } 11694 }
11521 11695
@@ -11974,7 +12148,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11974// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12148// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
11975// requestID, taskID, (SourceType)sourceType, Name); 12149// requestID, taskID, (SourceType)sourceType, Name);
11976 12150
12151
12152 //Note, the bool returned from the below function is useless since it is always false.
11977 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12153 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12154
11978 } 12155 }
11979 12156
11980 /// <summary> 12157 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index edf91cb..dda4444 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1053,7 +1053,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1053 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1054 { 1054 {
1055 client.IsLoggingOut = true; 1055 client.IsLoggingOut = true;
1056 client.Close(); 1056 client.Close(false);
1057 } 1057 }
1058 } 1058 }
1059 1059
@@ -1065,6 +1065,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1065 1065
1066 while (base.IsRunning) 1066 while (base.IsRunning)
1067 { 1067 {
1068 m_scene.ThreadAlive(1);
1068 try 1069 try
1069 { 1070 {
1070 IncomingPacket incomingPacket = null; 1071 IncomingPacket incomingPacket = null;
@@ -1107,6 +1108,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1107 1108
1108 while (base.IsRunning) 1109 while (base.IsRunning)
1109 { 1110 {
1111 m_scene.ThreadAlive(2);
1110 try 1112 try
1111 { 1113 {
1112 m_packetSent = false; 1114 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index dd6026b..7054825 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,57 +257,70 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached just update access time. 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 lock (m_CurrentlyWriting)
268 {
269 if (!m_CurrentlyWriting.Contains(filename))
270 File.SetLastAccessTime(filename, DateTime.Now);
271 }
272 }
273 else
274 { 266 {
275 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
276 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
277 // same file multiple times.
278 lock (m_CurrentlyWriting)
279 { 269 {
280#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
281 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
282 { 274 {
283 return; 275 lock (m_CurrentlyWriting)
276 {
277 if (!m_CurrentlyWriting.Contains(filename))
278 File.SetLastAccessTime(filename, DateTime.Now);
279 }
284 } 280 }
285 else 281 catch
286 {
287 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
288 }
289
290#else
291 if (m_CurrentlyWriting.Contains(filename))
292 { 282 {
293 return;
294 } 283 }
295 else 284 } else {
285
286 // Once we start writing, make sure we flag that we're writing
287 // that object to the cache so that we don't try to write the
288 // same file multiple times.
289 lock (m_CurrentlyWriting)
296 { 290 {
297 m_CurrentlyWriting.Add(filename); 291#if WAIT_ON_INPROGRESS_REQUESTS
298 } 292 if (m_CurrentlyWriting.ContainsKey(filename))
293 {
294 return;
295 }
296 else
297 {
298 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
299 }
300
301#else
302 if (m_CurrentlyWriting.Contains(filename))
303 {
304 return;
305 }
306 else
307 {
308 m_CurrentlyWriting.Add(filename);
309 }
299#endif 310#endif
300 }
301 311
302 Util.FireAndForget( 312 }
303 delegate { WriteFileCache(filename, asset); }); 313
314 Util.FireAndForget(
315 delegate { WriteFileCache(filename, asset); });
316 }
317 }
318 catch (Exception e)
319 {
320 m_log.ErrorFormat(
321 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
322 asset.ID, e.Message, e.StackTrace);
304 } 323 }
305 }
306 catch (Exception e)
307 {
308 m_log.ErrorFormat(
309 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
310 asset.ID, e.Message, e.StackTrace);
311 } 324 }
312 } 325 }
313 326
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 2e1948d..2bfe190 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -266,6 +312,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
266 } 312 }
267 313
268 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 314 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
315 {
316 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
317 }
318
319 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
269 { 320 {
270 if (!Enabled) 321 if (!Enabled)
271 return null; 322 return null;
@@ -304,7 +355,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
304 return null; 355 return null;
305 } 356 }
306 357
307 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 358 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
308 359
309 if (att == null) 360 if (att == null)
310 DetachSingleAttachmentToInv(sp, itemID); 361 DetachSingleAttachmentToInv(sp, itemID);
@@ -368,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
368 so.AttachedAvatar = UUID.Zero; 419 so.AttachedAvatar = UUID.Zero;
369 rootPart.SetParentLocalId(0); 420 rootPart.SetParentLocalId(0);
370 so.ClearPartAttachmentData(); 421 so.ClearPartAttachmentData();
371 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 422 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
372 so.HasGroupChanged = true; 423 so.HasGroupChanged = true;
373 rootPart.Rezzed = DateTime.Now; 424 rootPart.Rezzed = DateTime.Now;
374 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 425 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -584,11 +635,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
584 635
585 Vector3 inventoryStoredPosition = new Vector3 636 Vector3 inventoryStoredPosition = new Vector3
586 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 637 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
587 ? Constants.RegionSize - 6 638 ? (float)Constants.RegionSize - 6
588 : grp.AbsolutePosition.X) 639 : grp.AbsolutePosition.X)
589 , 640 ,
590 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 641 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
591 ? Constants.RegionSize - 6 642 ? (float)Constants.RegionSize - 6
592 : grp.AbsolutePosition.Y, 643 : grp.AbsolutePosition.Y,
593 grp.AbsolutePosition.Z); 644 grp.AbsolutePosition.Z);
594 645
@@ -706,8 +757,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
706 } 757 }
707 } 758 }
708 759
709 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 760 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
710 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 761 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
711 { 762 {
712 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 763 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
713 if (invAccess != null) 764 if (invAccess != null)
@@ -715,7 +766,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
715 lock (sp.AttachmentsSyncLock) 766 lock (sp.AttachmentsSyncLock)
716 { 767 {
717 SceneObjectGroup objatt; 768 SceneObjectGroup objatt;
718 769
719 if (itemID != UUID.Zero) 770 if (itemID != UUID.Zero)
720 objatt = invAccess.RezObject(sp.ControllingClient, 771 objatt = invAccess.RezObject(sp.ControllingClient,
721 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 772 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -724,11 +775,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
724 objatt = invAccess.RezObject(sp.ControllingClient, 775 objatt = invAccess.RezObject(sp.ControllingClient,
725 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 776 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
726 false, false, sp.UUID, true); 777 false, false, sp.UUID, true);
727 778
728 // m_log.DebugFormat( 779 // m_log.DebugFormat(
729 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 780 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
730 // objatt.Name, remoteClient.Name, AttachmentPt); 781 // objatt.Name, remoteClient.Name, AttachmentPt);
731 782
732 if (objatt != null) 783 if (objatt != null)
733 { 784 {
734 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 785 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -736,7 +787,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
736 bool tainted = false; 787 bool tainted = false;
737 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 788 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
738 tainted = true; 789 tainted = true;
739 790
740 // This will throw if the attachment fails 791 // This will throw if the attachment fails
741 try 792 try
742 { 793 {
@@ -747,21 +798,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
747 m_log.ErrorFormat( 798 m_log.ErrorFormat(
748 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 799 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
749 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 800 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
750 801
751 // Make sure the object doesn't stick around and bail 802 // Make sure the object doesn't stick around and bail
752 sp.RemoveAttachment(objatt); 803 sp.RemoveAttachment(objatt);
753 m_scene.DeleteSceneObject(objatt, false); 804 m_scene.DeleteSceneObject(objatt, false);
754 return null; 805 return null;
755 } 806 }
756 807
757 if (tainted) 808 if (tainted)
758 objatt.HasGroupChanged = true; 809 objatt.HasGroupChanged = true;
810
811 if (doc != null)
812 {
813 objatt.LoadScriptState(doc);
814 objatt.ResetOwnerChangeFlag();
815 }
759 816
760 // Fire after attach, so we don't get messy perms dialogs 817 // Fire after attach, so we don't get messy perms dialogs
761 // 4 == AttachedRez 818 // 4 == AttachedRez
762 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 819 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
763 objatt.ResumeScripts(); 820 objatt.ResumeScripts();
764 821
765 // Do this last so that event listeners have access to all the effects of the attachment 822 // Do this last so that event listeners have access to all the effects of the attachment
766 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 823 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
767 824
@@ -775,7 +832,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 } 832 }
776 } 833 }
777 } 834 }
778 835
779 return null; 836 return null;
780 } 837 }
781 838
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 705233c..875c073 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -564,12 +564,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
564 /// <param name="client"></param> 564 /// <param name="client"></param>
565 private void Client_OnRequestWearables(IClientAPI client) 565 private void Client_OnRequestWearables(IClientAPI client)
566 { 566 {
567 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 567 Util.FireAndForget(delegate(object x)
568 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 568 {
569 if (sp != null) 569 Thread.Sleep(4000);
570 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 570
571 else 571 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
572 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 572 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
573 if (sp != null)
574 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
575 else
576 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
577 });
573 } 578 }
574 579
575 /// <summary> 580 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..6ffc7e6 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 UUID targetID = c.TargetUUID; 200 UUID targetID = c.TargetUUID;
190 string message = c.Message; 201 string message = c.Message;
@@ -208,7 +219,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
212 break; 226 break;
213 227
214 case ChatSourceType.Object: 228 case ChatSourceType.Object:
@@ -248,8 +262,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
248 ScenePresence presence = s.GetScenePresence(targetID); 262 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent) 263 if (presence != null && !presence.IsChildAgent)
250 { 264 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true)) 265 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
252 receiverIDs.Add(presence.UUID); 266 if (Presencecheck != null)
267 {
268 // This will pass all chat from objects. Not
269 // perfect, but it will do. For now. Better
270 // than the prior behavior of muting all
271 // objects on a parcel with access restrictions
272 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
273 {
274 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType, false))
275 receiverIDs.Add(presence.UUID);
276 }
277 }
253 } 278 }
254 } 279 }
255 } 280 }
@@ -293,26 +318,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 318 }
294 319
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 320 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 321 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 322
299 ((Scene)c.Scene).ForEachRootClient( 323 if (c.Scene != null)
300 delegate(IClientAPI client) 324 {
301 { 325 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 326 (
303 // non-owner agents 327 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 328 {
305 (null != c.SenderObject) && 329 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 330 // non-owner agents
307 return; 331 if ((c.Type == ChatTypeEnum.Owner) &&
308 332 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 333 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 334 return;
311 receiverIDs.Add(client.AgentId); 335
312 }); 336 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 337 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 338 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 339 }
340 );
341 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
342 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
343 }
316 } 344 }
317 345
318 /// <summary> 346 /// <summary>
@@ -358,5 +386,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 386
359 return true; 387 return true;
360 } 388 }
389
390 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
391 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
392 {
393 System.Threading.Timer Timer;
394 if (flags == 0)
395 {
396 FreezeCache.Add(target.ToString());
397 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
398 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
399 Timers.Add(target, Timer);
400 }
401 else
402 {
403 FreezeCache.Remove(target.ToString());
404 Timers.TryGetValue(target, out Timer);
405 Timers.Remove(target);
406 Timer.Dispose();
407 }
408 }
409
410 private void OnEndParcelFrozen(object avatar)
411 {
412 UUID target = (UUID)avatar;
413 FreezeCache.Remove(target.ToString());
414 System.Threading.Timer Timer;
415 Timers.TryGetValue(target, out Timer);
416 Timers.Remove(target);
417 Timer.Dispose();
418 }
361 } 419 }
362} 420}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..80554fb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,30 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 316 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
317 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 318 {
302 // Here, the recipient is local and we can assume that the 319 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 320 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 350 {
334 folder.ParentID = trashFolder.ID; 351 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 352 invService.MoveFolder(folder);
353 client.SendBulkUpdateInventory(folder);
336 } 354 }
337 } 355 }
338 356
@@ -433,22 +451,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 451 ///
434 /// </summary> 452 /// </summary>
435 /// <param name="msg"></param> 453 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 454 private void OnGridInstantMessage(GridInstantMessage im)
437 { 455 {
438 // Check if this is ours to handle 456 // Check if this is ours to handle
439 // 457 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 458 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 459
442 if (scene == null) 460 if (scene == null)
443 return; 461 return;
444 462
445 // Find agent to deliver to 463 // Find agent to deliver to
446 // 464 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 465 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
466 if (user == null)
467 return;
468
469 // This requires a little bit of processing because we have to make the
470 // new item visible in the recipient's inventory here
471 //
472 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
473 {
474 if (im.binaryBucket.Length < 17) // Invalid
475 return;
476
477 UUID recipientID = new UUID(im.toAgentID);
478
479 // First byte is the asset type
480 AssetType assetType = (AssetType)im.binaryBucket[0];
481
482 if (AssetType.Folder == assetType)
483 {
484 UUID folderID = new UUID(im.binaryBucket, 1);
448 485
449 // Just forward to local handling 486 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 487 new InventoryFolderBase(folderID, recipientID);
488 InventoryFolderBase folder =
489 scene.InventoryService.GetFolder(given);
451 490
491 if (folder != null)
492 user.ControllingClient.SendBulkUpdateInventory(folder);
493 }
494 else
495 {
496 UUID itemID = new UUID(im.binaryBucket, 1);
497
498 InventoryItemBase given =
499 new InventoryItemBase(itemID, recipientID);
500 InventoryItemBase item =
501 scene.InventoryService.GetItem(given);
502
503 if (item != null)
504 {
505 user.ControllingClient.SendBulkUpdateInventory(item);
506 }
507 }
508 user.ControllingClient.SendInstantMessage(im);
509 }
510 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
511 {
512 if (im.binaryBucket.Length < 1) // Invalid
513 return;
514
515 UUID recipientID = new UUID(im.toAgentID);
516
517 // Bucket is the asset type
518 AssetType assetType = (AssetType)im.binaryBucket[0];
519
520 if (AssetType.Folder == assetType)
521 {
522 UUID folderID = new UUID(im.imSessionID);
523
524 InventoryFolderBase given =
525 new InventoryFolderBase(folderID, recipientID);
526 InventoryFolderBase folder =
527 scene.InventoryService.GetFolder(given);
528
529 if (folder != null)
530 user.ControllingClient.SendBulkUpdateInventory(folder);
531 }
532 else
533 {
534 UUID itemID = new UUID(im.imSessionID);
535
536 InventoryItemBase given =
537 new InventoryItemBase(itemID, recipientID);
538 InventoryItemBase item =
539 scene.InventoryService.GetItem(given);
540
541 if (item != null)
542 {
543 user.ControllingClient.SendBulkUpdateInventory(item);
544 }
545 }
546
547 // Fix up binary bucket since this may be 17 chars long here
548 Byte[] bucket = new Byte[1];
549 bucket[0] = im.binaryBucket[0];
550 im.binaryBucket = bucket;
551
552 user.ControllingClient.SendInstantMessage(im);
553 }
554 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
555 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
556 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
558 {
559 user.ControllingClient.SendInstantMessage(im);
560 }
452 } 561 }
453 } 562 }
454} 563}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index d0aead5..514a65b 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -139,7 +139,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
139 139
140 protected virtual void OnNewClient(IClientAPI client) 140 protected virtual void OnNewClient(IClientAPI client)
141 { 141 {
142 client.OnTeleportHomeRequest += TeleportHome; 142 client.OnTeleportHomeRequest += TriggerTeleportHome;
143 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 143 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
144 } 144 }
145 145
@@ -261,6 +261,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
261 sp.ControllingClient.SendTeleportStart(teleportFlags); 261 sp.ControllingClient.SendTeleportStart(teleportFlags);
262 262
263 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 263 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
264 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
264 sp.Velocity = Vector3.Zero; 265 sp.Velocity = Vector3.Zero;
265 sp.Teleport(position); 266 sp.Teleport(position);
266 267
@@ -412,7 +413,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
412 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 413 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
413 // it's actually doing a lot of work. 414 // it's actually doing a lot of work.
414 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 415 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
415 if (endPoint.Address != null) 416 if (endPoint != null && endPoint.Address != null)
416 { 417 {
417 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 418 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
418 // both regions 419 // both regions
@@ -741,7 +742,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
741 742
742 #region Teleport Home 743 #region Teleport Home
743 744
744 public virtual void TeleportHome(UUID id, IClientAPI client) 745 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
746 {
747 TeleportHome(id, client);
748 }
749
750 public virtual bool TeleportHome(UUID id, IClientAPI client)
745 { 751 {
746 m_log.DebugFormat( 752 m_log.DebugFormat(
747 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 753 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -751,12 +757,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
751 757
752 if (uinfo != null) 758 if (uinfo != null)
753 { 759 {
760 if (uinfo.HomeRegionID == UUID.Zero)
761 {
762 // can't find the Home region: Tell viewer and abort
763 client.SendTeleportFailed("You don't have a home position set.");
764 return false;
765 }
754 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 766 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
755 if (regionInfo == null) 767 if (regionInfo == null)
756 { 768 {
757 // can't find the Home region: Tell viewer and abort 769 // can't find the Home region: Tell viewer and abort
758 client.SendTeleportFailed("Your home region could not be found."); 770 client.SendTeleportFailed("Your home region could not be found.");
759 return; 771 return false;
760 } 772 }
761 773
762 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 774 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -769,10 +781,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
769 } 781 }
770 else 782 else
771 { 783 {
772 m_log.ErrorFormat( 784 // can't find the Home region: Tell viewer and abort
773 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 785 client.SendTeleportFailed("Your home region could not be found.");
774 client.Name, client.AgentId); 786 return false;
775 } 787 }
788 return true;
776 } 789 }
777 790
778 #endregion 791 #endregion
@@ -780,11 +793,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
780 793
781 #region Agent Crossings 794 #region Agent Crossings
782 795
783 public bool Cross(ScenePresence agent, bool isFlying) 796 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
784 { 797 {
785 Scene scene = agent.Scene; 798 version = String.Empty;
786 Vector3 pos = agent.AbsolutePosition; 799 newpos = new Vector3(pos.X, pos.Y, pos.Z);
787 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
788 uint neighbourx = scene.RegionInfo.RegionLocX; 800 uint neighbourx = scene.RegionInfo.RegionLocX;
789 uint neighboury = scene.RegionInfo.RegionLocY; 801 uint neighboury = scene.RegionInfo.RegionLocY;
790 const float boundaryDistance = 1.7f; 802 const float boundaryDistance = 1.7f;
@@ -805,52 +817,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
805 } 817 }
806 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 818 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
807 { 819 {
808 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 820 neighboury--;
809 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 821 newpos.Y = Constants.RegionSize - enterDistance;
810 {
811 neighboury--;
812 newpos.Y = Constants.RegionSize - enterDistance;
813 }
814 else
815 {
816 agent.IsInTransit = true;
817
818 neighboury = b.TriggerRegionY;
819 neighbourx = b.TriggerRegionX;
820
821 Vector3 newposition = pos;
822 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
823 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
824 agent.ControllingClient.SendAgentAlertMessage(
825 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
826 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
827 return true;
828 }
829 }
830
831 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
832 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
833 {
834 neighbourx--;
835 newpos.X = Constants.RegionSize - enterDistance;
836 }
837 else
838 {
839 agent.IsInTransit = true;
840
841 neighboury = ba.TriggerRegionY;
842 neighbourx = ba.TriggerRegionX;
843
844 Vector3 newposition = pos;
845 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
846 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
847 agent.ControllingClient.SendAgentAlertMessage(
848 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
849 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
850
851 return true;
852 } 822 }
853 823
824 neighbourx--;
825 newpos.X = Constants.RegionSize - enterDistance;
854 } 826 }
855 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 827 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
856 { 828 {
@@ -860,26 +832,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
860 832
861 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 833 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
862 { 834 {
863 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 835 neighboury--;
864 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 836 newpos.Y = Constants.RegionSize - enterDistance;
865 {
866 neighboury--;
867 newpos.Y = Constants.RegionSize - enterDistance;
868 }
869 else
870 {
871 agent.IsInTransit = true;
872
873 neighboury = ba.TriggerRegionY;
874 neighbourx = ba.TriggerRegionX;
875 Vector3 newposition = pos;
876 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
877 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
878 agent.ControllingClient.SendAgentAlertMessage(
879 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
880 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
881 return true;
882 }
883 } 837 }
884 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 838 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
885 { 839 {
@@ -891,25 +845,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
891 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 845 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
892 { 846 {
893 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 847 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
894 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 848 neighboury--;
895 { 849 newpos.Y = Constants.RegionSize - enterDistance;
896 neighboury--;
897 newpos.Y = Constants.RegionSize - enterDistance;
898 }
899 else
900 {
901 agent.IsInTransit = true;
902
903 neighboury = b.TriggerRegionY;
904 neighbourx = b.TriggerRegionX;
905 Vector3 newposition = pos;
906 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
907 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
908 agent.ControllingClient.SendAgentAlertMessage(
909 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
910 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
911 return true;
912 }
913 } 850 }
914 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 851 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
915 { 852 {
@@ -943,19 +880,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
943 } 880 }
944 */ 881 */
945 882
946 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 883 xDest = neighbourx;
884 yDest = neighboury;
947 885
948 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 886 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
949 887
888 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
889
950 ExpiringCache<ulong, DateTime> r; 890 ExpiringCache<ulong, DateTime> r;
951 DateTime banUntil; 891 DateTime banUntil;
952 892
953 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 893 if (m_bannedRegions.TryGetValue(agentID, out r))
954 { 894 {
955 if (r.TryGetValue(neighbourHandle, out banUntil)) 895 if (r.TryGetValue(neighbourHandle, out banUntil))
956 { 896 {
957 if (DateTime.Now < banUntil) 897 if (DateTime.Now < banUntil)
958 return false; 898 return null;
959 r.Remove(neighbourHandle); 899 r.Remove(neighbourHandle);
960 } 900 }
961 } 901 }
@@ -967,28 +907,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
967 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 907 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
968 908
969 string reason; 909 string reason;
970 string version; 910 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
971 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
972 { 911 {
973 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
974 if (r == null) 912 if (r == null)
975 { 913 {
976 r = new ExpiringCache<ulong, DateTime>(); 914 r = new ExpiringCache<ulong, DateTime>();
977 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 915 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
978 916
979 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 917 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
980 } 918 }
981 else 919 else
982 { 920 {
983 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 921 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
984 } 922 }
923 return null;
924 }
925
926 return neighbourRegion;
927 }
928
929 public bool Cross(ScenePresence agent, bool isFlying)
930 {
931 uint x;
932 uint y;
933 Vector3 newpos;
934 string version;
935
936 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
937 if (neighbourRegion == null)
938 {
939 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
985 return false; 940 return false;
986 } 941 }
987 942
988 agent.IsInTransit = true; 943 agent.IsInTransit = true;
989 944
990 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 945 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
991 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 946 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
992 947
993 return true; 948 return true;
994 } 949 }
@@ -1045,13 +1000,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1045 icon.EndInvoke(iar); 1000 icon.EndInvoke(iar);
1046 } 1001 }
1047 1002
1048 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1049
1050 /// <summary> 1003 /// <summary>
1051 /// This Closes child agents on neighbouring regions 1004 /// This Closes child agents on neighbouring regions
1052 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1005 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1053 /// </summary> 1006 /// </summary>
1054 protected ScenePresence CrossAgentToNewRegionAsync( 1007 public ScenePresence CrossAgentToNewRegionAsync(
1055 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1008 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1056 bool isFlying, string version) 1009 bool isFlying, string version)
1057 { 1010 {
@@ -1240,10 +1193,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1240 agent.Id0 = currentAgentCircuit.Id0; 1193 agent.Id0 = currentAgentCircuit.Id0;
1241 } 1194 }
1242 1195
1243 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1196 IPEndPoint external = region.ExternalEndPoint;
1244 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1197 if (external != null)
1198 {
1199 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1200 d.BeginInvoke(sp, agent, region, external, true,
1245 InformClientOfNeighbourCompleted, 1201 InformClientOfNeighbourCompleted,
1246 d); 1202 d);
1203 }
1247 } 1204 }
1248 #endregion 1205 #endregion
1249 1206
@@ -1825,27 +1782,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1825 Utils.LongToUInts(newRegionHandle, out x, out y); 1782 Utils.LongToUInts(newRegionHandle, out x, out y);
1826 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1783 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1827 1784
1828 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1785 if (destination != null)
1829 { 1786 {
1830 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1787 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1788 return; // we did it
1789 }
1831 1790
1832 // We are going to move the object back to the old position so long as the old position 1791 // no one or failed lets go back and tell physics to go on
1833 // is in the region 1792 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1834 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1793 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1835 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1794 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1836 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1837 1795
1838 grp.RootPart.GroupPosition = oldGroupPosition; 1796 grp.AbsolutePosition = oldGroupPosition;
1797 grp.Velocity = Vector3.Zero;
1839 1798
1840 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1799 if (grp.RootPart.PhysActor != null)
1841 // move out of the region creating an infinite loop of failed attempts to cross 1800 grp.RootPart.PhysActor.CrossingFailure();
1842 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1843 1801
1844 grp.ScheduleGroupForFullUpdate(); 1802 grp.ScheduleGroupForFullUpdate();
1845 }
1846 } 1803 }
1847 1804
1848 1805
1806
1849 /// <summary> 1807 /// <summary>
1850 /// Move the given scene object into a new region 1808 /// Move the given scene object into a new region
1851 /// </summary> 1809 /// </summary>
@@ -1902,7 +1860,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1902 { 1860 {
1903 PhysicsActor pa = grp.RootPart.PhysActor; 1861 PhysicsActor pa = grp.RootPart.PhysActor;
1904 if (pa != null) 1862 if (pa != null)
1863 {
1905 pa.CrossingFailure(); 1864 pa.CrossingFailure();
1865 if (grp.RootPart.KeyframeMotion != null)
1866 {
1867 grp.RootPart.Velocity = Vector3.Zero;
1868 grp.RootPart.KeyframeMotion.CrossingFailure();
1869 grp.SendGroupRootTerseUpdate();
1870 }
1871 }
1906 } 1872 }
1907 1873
1908 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1874 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index b578bcb..6e27299 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -199,7 +199,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
200 } 200 }
201 201
202 public override void TeleportHome(UUID id, IClientAPI client) 202 public void TriggerTeleportHome(UUID id, IClientAPI client)
203 {
204 TeleportHome(id, client);
205 }
206
207 public override bool TeleportHome(UUID id, IClientAPI client)
203 { 208 {
204 m_log.DebugFormat( 209 m_log.DebugFormat(
205 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 210 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -210,8 +215,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 { 215 {
211 // local grid user 216 // local grid user
212 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 217 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
213 base.TeleportHome(id, client); 218 return base.TeleportHome(id, client);
214 return;
215 } 219 }
216 220
217 // Foreign user wants to go home 221 // Foreign user wants to go home
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Your information has been lost"); 226 client.SendTeleportFailed("Your information has been lost");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
224 return; 228 return false;
225 } 229 }
226 230
227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 231 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -231,7 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 { 235 {
232 client.SendTeleportFailed("Your home region could not be found"); 236 client.SendTeleportFailed("Your home region could not be found");
233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
234 return; 238 return false;
235 } 239 }
236 240
237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 241 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -239,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
239 { 243 {
240 client.SendTeleportFailed("Internal error"); 244 client.SendTeleportFailed("Internal error");
241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 245 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
242 return; 246 return false;
243 } 247 }
244 248
245 GridRegion homeGatekeeper = MakeRegion(aCircuit); 249 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -247,9 +251,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 251 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 252 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
249 253
250 DoTeleport( 254 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
251 sp, homeGatekeeper, finalDestination, 255 return true;
252 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
253 } 256 }
254 257
255 /// <summary> 258 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8171487..ee9961f 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -365,9 +371,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
365 : objectGroup.AbsolutePosition.Y, 371 : objectGroup.AbsolutePosition.Y,
366 objectGroup.AbsolutePosition.Z); 372 objectGroup.AbsolutePosition.Z);
367 373
374 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 375 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 376
377 // Restore attachment data after trip through the sim
378 if (objectGroup.RootPart.AttachPoint > 0)
379 {
380 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
381 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
382 }
383 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
384
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 385 objectGroup.AbsolutePosition = inventoryStoredPosition;
386 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
371 387
372 // Make sure all bits but the ones we want are clear 388 // Make sure all bits but the ones we want are clear
373 // on take. 389 // on take.
@@ -476,8 +492,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 492 IClientAPI remoteClient)
477 { 493 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 494 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
495 // For the porposes of inventory, an object is modify if the prims
496 // are modify. This allows renaming an object that contains no
497 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 498 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 499 {
500 uint groupPerms = grp.GetEffectivePermissions(true);
501 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
502 groupPerms |= (uint)PermissionMask.Modify;
503
504 effectivePerms &= groupPerms;
505 }
481 effectivePerms |= (uint)PermissionMask.Move; 506 effectivePerms |= (uint)PermissionMask.Move;
482 507
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 508 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +682,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 682 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 683 {
659 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 684 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 685 if (f != null)
686 folder = m_Scene.InventoryService.GetFolder(f);
661 } 687 }
662 } 688 }
663 689
@@ -687,15 +713,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 713 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 714 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 715// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 716 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 717 item = m_Scene.InventoryService.GetItem(item);
693 718
694 if (item == null) 719 if (item == null)
695 { 720 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 721
700 return null; 722 return null;
701 } 723 }
@@ -747,6 +769,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 769 if (e == null || attachment) // Single
748 { 770 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 771 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
772 if (!attachment)
773 {
774 g.RootPart.AttachPoint = g.RootPart.Shape.State;
775 g.RootPart.AttachOffset = g.AbsolutePosition;
776 g.RootPart.AttachRotation = g.GroupRotation;
777 g.RootPart.Shape.State = 0;
778 }
750 779
751 objlist.Add(g); 780 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 781 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +805,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 805 foreach (XmlNode n in groups)
777 { 806 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 807 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
808 g.RootPart.AttachPoint = g.RootPart.Shape.State;
809 g.RootPart.AttachOffset = g.AbsolutePosition;
810 g.RootPart.AttachRotation = g.GroupRotation;
811 g.RootPart.Shape.State = 0;
779 812
780 objlist.Add(g); 813 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 814 XmlElement el = (XmlElement)n;
@@ -795,12 +828,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 828 }
796 } 829 }
797 830
831 int primcount = 0;
832 foreach (SceneObjectGroup g in objlist)
833 primcount += g.PrimCount;
834
835 if (!m_Scene.Permissions.CanRezObject(
836 primcount, remoteClient.AgentId, pos)
837 && !attachment)
838 {
839 // The client operates in no fail mode. It will
840 // have already removed the item from the folder
841 // if it's no copy.
842 // Put it back if it's not an attachment
843 //
844 if (item != null)
845 {
846 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
847 remoteClient.SendBulkUpdateInventory(item);
848 }
849
850 return null;
851 }
852
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 853 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 854 return null;
800 855
801 for (int i = 0; i < objlist.Count; i++) 856 for (int i = 0; i < objlist.Count; i++)
802 { 857 {
803 group = objlist[i]; 858 group = objlist[i];
859 SceneObjectPart rootPart = group.RootPart;
804 860
805// m_log.DebugFormat( 861// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 862// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +917,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 917
862 if (!attachment) 918 if (!attachment)
863 { 919 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 920 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 921 group.ClearPartAttachmentData();
868 922
@@ -880,6 +934,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 934// remoteClient.Name);
881 } 935 }
882 936
937 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
938
883 if (item != null) 939 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 940 DoPostRezWhenFromItem(item, attachment);
885 941
@@ -958,8 +1014,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
958 { 1014 {
959 rootPart.Name = item.Name; 1015 rootPart.Name = item.Name;
960 rootPart.Description = item.Description; 1016 rootPart.Description = item.Description;
961 rootPart.ObjectSaleType = item.SaleType; 1017 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
962 rootPart.SalePrice = item.SalePrice; 1018 {
1019 rootPart.ObjectSaleType = item.SaleType;
1020 rootPart.SalePrice = item.SalePrice;
1021 }
963 } 1022 }
964 1023
965 so.FromFolderID = item.Folder; 1024 so.FromFolderID = item.Folder;
@@ -968,7 +1027,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
968// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1027// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
969 1028
970 if ((rootPart.OwnerID != item.Owner) || 1029 if ((rootPart.OwnerID != item.Owner) ||
971 (item.CurrentPermissions & 16) != 0) 1030 (item.CurrentPermissions & 16) != 0 ||
1031 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
972 { 1032 {
973 //Need to kill the for sale here 1033 //Need to kill the for sale here
974 rootPart.ObjectSaleType = 0; 1034 rootPart.ObjectSaleType = 0;
@@ -978,31 +1038,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978 { 1038 {
979 foreach (SceneObjectPart part in so.Parts) 1039 foreach (SceneObjectPart part in so.Parts)
980 { 1040 {
981 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
982 {
983 part.EveryoneMask = item.EveryOnePermissions;
984 part.NextOwnerMask = item.NextPermissions;
985 }
986 part.GroupMask = 0; // DO NOT propagate here 1041 part.GroupMask = 0; // DO NOT propagate here
1042
1043 part.LastOwnerID = part.OwnerID;
1044 part.OwnerID = item.Owner;
1045 part.Inventory.ChangeInventoryOwner(item.Owner);
987 } 1046 }
988 1047
989 so.ApplyNextOwnerPermissions(); 1048 so.ApplyNextOwnerPermissions();
1049
1050 // In case the user has changed flags on a received item
1051 // we have to apply those changes after the slam. Else we
1052 // get a net loss of permissions
1053 foreach (SceneObjectPart part in so.Parts)
1054 {
1055 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1056 {
1057 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1058 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1059 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1060 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1061 }
1062 }
990 } 1063 }
991 } 1064 }
992 1065 else
993 foreach (SceneObjectPart part in so.Parts)
994 { 1066 {
995 part.FromUserInventoryItemID = fromUserInventoryItemId; 1067 foreach (SceneObjectPart part in so.Parts)
996
997 if ((part.OwnerID != item.Owner) ||
998 (item.CurrentPermissions & 16) != 0)
999 { 1068 {
1000 part.Inventory.ChangeInventoryOwner(item.Owner); 1069 part.FromUserInventoryItemID = fromUserInventoryItemId;
1001 part.GroupMask = 0; // DO NOT propagate here 1070
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1072 part.EveryoneMask = item.EveryOnePermissions;
1073 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1074 part.NextOwnerMask = item.NextPermissions;
1075 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1076 part.GroupMask = item.GroupPermissions;
1002 } 1077 }
1003
1004 part.EveryoneMask = item.EveryOnePermissions;
1005 part.NextOwnerMask = item.NextPermissions;
1006 } 1078 }
1007 1079
1008 rootPart.TrimPermissions(); 1080 rootPart.TrimPermissions();
@@ -1140,4 +1212,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1140 1212
1141 #endregion 1213 #endregion
1142 } 1214 }
1143} \ No newline at end of file 1215}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index d58fc0f..199dd11 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -158,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 159 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
159 return urlcode; 160 return urlcode;
160 } 161 }
161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 162 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
162 163
163 UrlData urlData = new UrlData(); 164 UrlData urlData = new UrlData();
164 urlData.hostID = host.UUID; 165 urlData.hostID = host.UUID;
@@ -167,10 +168,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
167 urlData.url = url; 168 urlData.url = url;
168 urlData.urlcode = urlcode; 169 urlData.urlcode = urlcode;
169 urlData.requests = new Dictionary<UUID, RequestData>(); 170 urlData.requests = new Dictionary<UUID, RequestData>();
170 171
171 m_UrlMap[url] = urlData; 172 m_UrlMap[url] = urlData;
172 173
173 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 174 string uri = "/lslhttp/" + urlcode.ToString();
174 175
175 m_HttpServer.AddPollServiceHTTPHandler( 176 m_HttpServer.AddPollServiceHTTPHandler(
176 uri, 177 uri,
@@ -243,12 +244,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
243 return; 244 return;
244 } 245 }
245 246
246 foreach (UUID req in data.requests.Keys) 247 lock (m_RequestMap)
247 m_RequestMap.Remove(req); 248 {
248 249 foreach (UUID req in data.requests.Keys)
249 m_log.DebugFormat( 250 m_RequestMap.Remove(req);
250 "[URL MODULE]: Releasing url {0} for {1} in {2}", 251 }
251 url, data.itemID, data.hostID); 252
253// m_log.DebugFormat(
254// "[URL MODULE]: Releasing url {0} for {1} in {2}",
255// url, data.itemID, data.hostID);
252 256
253 RemoveUrl(data); 257 RemoveUrl(data);
254 m_UrlMap.Remove(url); 258 m_UrlMap.Remove(url);
@@ -257,32 +261,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
257 261
258 public void HttpResponse(UUID request, int status, string body) 262 public void HttpResponse(UUID request, int status, string body)
259 { 263 {
260 if (m_RequestMap.ContainsKey(request)) 264 lock (m_RequestMap)
261 {
262 UrlData urlData = m_RequestMap[request];
263 urlData.requests[request].responseCode = status;
264 urlData.requests[request].responseBody = body;
265 //urlData.requests[request].ev.Set();
266 urlData.requests[request].requestDone =true;
267 }
268 else
269 { 265 {
270 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 266 if (m_RequestMap.ContainsKey(request))
267 {
268 UrlData urlData = m_RequestMap[request];
269 if (!urlData.requests[request].responseSent)
270 {
271 urlData.requests[request].responseCode = status;
272 urlData.requests[request].responseBody = body;
273 //urlData.requests[request].ev.Set();
274 urlData.requests[request].requestDone = true;
275 urlData.requests[request].responseSent = true;
276 }
277 }
278 else
279 {
280 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
281 }
271 } 282 }
272 } 283 }
273 284
274 public string GetHttpHeader(UUID requestId, string header) 285 public string GetHttpHeader(UUID requestId, string header)
275 { 286 {
276 if (m_RequestMap.ContainsKey(requestId)) 287 lock (m_RequestMap)
277 {
278 UrlData urlData=m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
281 return value;
282 }
283 else
284 { 288 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 289 if (m_RequestMap.ContainsKey(requestId))
290 {
291 UrlData urlData = m_RequestMap[requestId];
292 string value;
293 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
294 return value;
295 }
296 else
297 {
298 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
299 }
286 } 300 }
287 return String.Empty; 301 return String.Empty;
288 } 302 }
@@ -306,8 +320,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
306 { 320 {
307 RemoveUrl(url.Value); 321 RemoveUrl(url.Value);
308 removeURLs.Add(url.Key); 322 removeURLs.Add(url.Key);
309 foreach (UUID req in url.Value.requests.Keys) 323 lock (m_RequestMap)
310 m_RequestMap.Remove(req); 324 {
325 foreach (UUID req in url.Value.requests.Keys)
326 m_RequestMap.Remove(req);
327 }
311 } 328 }
312 } 329 }
313 330
@@ -328,8 +345,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
328 { 345 {
329 RemoveUrl(url.Value); 346 RemoveUrl(url.Value);
330 removeURLs.Add(url.Key); 347 removeURLs.Add(url.Key);
331 foreach (UUID req in url.Value.requests.Keys) 348 lock (m_RequestMap)
332 m_RequestMap.Remove(req); 349 {
350 foreach (UUID req in url.Value.requests.Keys)
351 m_RequestMap.Remove(req);
352 }
333 } 353 }
334 } 354 }
335 355
@@ -348,14 +368,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
348 { 368 {
349 Hashtable response = new Hashtable(); 369 Hashtable response = new Hashtable();
350 UrlData url; 370 UrlData url;
371 int startTime = 0;
351 lock (m_RequestMap) 372 lock (m_RequestMap)
352 { 373 {
353 if (!m_RequestMap.ContainsKey(requestID)) 374 if (!m_RequestMap.ContainsKey(requestID))
354 return response; 375 return response;
355 url = m_RequestMap[requestID]; 376 url = m_RequestMap[requestID];
377 startTime = url.requests[requestID].startTime;
356 } 378 }
357 379
358 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 380 if (System.Environment.TickCount - startTime > 25000)
359 { 381 {
360 response["int_response_code"] = 500; 382 response["int_response_code"] = 500;
361 response["str_response_string"] = "Script timeout"; 383 response["str_response_string"] = "Script timeout";
@@ -364,9 +386,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
364 response["reusecontext"] = false; 386 response["reusecontext"] = false;
365 387
366 //remove from map 388 //remove from map
367 lock (url) 389 lock (url.requests)
368 { 390 {
369 url.requests.Remove(requestID); 391 url.requests.Remove(requestID);
392 }
393 lock (m_RequestMap)
394 {
370 m_RequestMap.Remove(requestID); 395 m_RequestMap.Remove(requestID);
371 } 396 }
372 397
@@ -388,22 +413,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
388 return false; 413 return false;
389 } 414 }
390 url = m_RequestMap[requestID]; 415 url = m_RequestMap[requestID];
416 }
417 lock (url.requests)
418 {
391 if (!url.requests.ContainsKey(requestID)) 419 if (!url.requests.ContainsKey(requestID))
392 { 420 {
393 return false; 421 return false;
394 } 422 }
423 else
424 {
425 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
426 {
427 return true;
428 }
429 if (url.requests[requestID].requestDone)
430 return true;
431 else
432 return false;
433 }
395 } 434 }
396
397 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
398 {
399 return true;
400 }
401
402 if (url.requests[requestID].requestDone)
403 return true;
404 else
405 return false;
406
407 } 435 }
408 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 436 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
409 { 437 {
@@ -415,9 +443,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
415 if (!m_RequestMap.ContainsKey(requestID)) 443 if (!m_RequestMap.ContainsKey(requestID))
416 return NoEvents(requestID,sessionID); 444 return NoEvents(requestID,sessionID);
417 url = m_RequestMap[requestID]; 445 url = m_RequestMap[requestID];
446 }
447 lock (url.requests)
448 {
418 requestData = url.requests[requestID]; 449 requestData = url.requests[requestID];
419 } 450 }
420 451
421 if (!requestData.requestDone) 452 if (!requestData.requestDone)
422 return NoEvents(requestID,sessionID); 453 return NoEvents(requestID,sessionID);
423 454
@@ -440,14 +471,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
440 response["reusecontext"] = false; 471 response["reusecontext"] = false;
441 472
442 //remove from map 473 //remove from map
443 lock (url) 474 lock (url.requests)
444 { 475 {
445 url.requests.Remove(requestID); 476 url.requests.Remove(requestID);
477 }
478 lock (m_RequestMap)
479 {
446 m_RequestMap.Remove(requestID); 480 m_RequestMap.Remove(requestID);
447 } 481 }
448 482
449 return response; 483 return response;
450 } 484 }
485
451 public void HttpRequestHandler(UUID requestID, Hashtable request) 486 public void HttpRequestHandler(UUID requestID, Hashtable request)
452 { 487 {
453 lock (request) 488 lock (request)
@@ -463,8 +498,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
463 498
464 int pos1 = uri.IndexOf("/");// /lslhttp 499 int pos1 = uri.IndexOf("/");// /lslhttp
465 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 500 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
466 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 501 int pos3 = pos2 + 37; // /lslhttp/urlcode
467 string uri_tmp = uri.Substring(0, pos3 + 1); 502 string uri_tmp = uri.Substring(0, pos3);
468 //HTTP server code doesn't provide us with QueryStrings 503 //HTTP server code doesn't provide us with QueryStrings
469 string pathInfo; 504 string pathInfo;
470 string queryString; 505 string queryString;
@@ -473,10 +508,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
473 pathInfo = uri.Substring(pos3); 508 pathInfo = uri.Substring(pos3);
474 509
475 UrlData url = null; 510 UrlData url = null;
511 string urlkey;
476 if (!is_ssl) 512 if (!is_ssl)
477 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 513 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
514 //m_UrlMap[];
478 else 515 else
479 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 516 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
517
518 if (m_UrlMap.ContainsKey(urlkey))
519 {
520 url = m_UrlMap[urlkey];
521 }
522 else
523 {
524 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
525 }
480 526
481 //for llGetHttpHeader support we need to store original URI here 527 //for llGetHttpHeader support we need to store original URI here
482 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 528 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -506,7 +552,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
506 if (request.ContainsKey(key)) 552 if (request.ContainsKey(key))
507 { 553 {
508 string val = (String)request[key]; 554 string val = (String)request[key];
509 queryString = queryString + key + "=" + val + "&"; 555 if (key != "")
556 {
557 queryString = queryString + key + "=" + val + "&";
558 }
559 else
560 {
561 queryString = queryString + val + "&";
562 }
510 } 563 }
511 } 564 }
512 if (queryString.Length > 1) 565 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 322a9f8..6cd077a 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -247,4 +250,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
247 } 250 }
248 } 251 }
249 } 252 }
250} \ No newline at end of file 253}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 90f27c4..de089f3 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bf0ff75..0c4069f 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -310,6 +310,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
310 // being no copy/no mod for everyone 310 // being no copy/no mod for everyone
311 lock (part.TaskInventory) 311 lock (part.TaskInventory)
312 { 312 {
313 if (!ResolveUserUuid(part.CreatorID))
314 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
315
316 if (!ResolveUserUuid(part.OwnerID))
317 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
318
319 if (!ResolveUserUuid(part.LastOwnerID))
320 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
321
322 // And zap any troublesome sit target information
323 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
324 part.SitTargetPosition = new Vector3(0, 0, 0);
325
326 // Fix ownership/creator of inventory items
327 // Not doing so results in inventory items
328 // being no copy/no mod for everyone
329 part.TaskInventory.LockItemsForRead(true);
313 TaskInventoryDictionary inv = part.TaskInventory; 330 TaskInventoryDictionary inv = part.TaskInventory;
314 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 331 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
315 { 332 {
@@ -325,6 +342,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
325 if (UserManager != null) 342 if (UserManager != null)
326 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 343 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
327 } 344 }
345 part.TaskInventory.LockItemsForRead(false);
328 } 346 }
329 } 347 }
330 348
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..ddc2a07 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +268,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 268 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 269 if (restartModule != null)
259 { 270 {
271 if (timeInSeconds == -1)
272 {
273 restartModule.AbortRestart("Restart aborted by region manager");
274 return;
275 }
276
260 List<int> times = new List<int>(); 277 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 278 while (timeInSeconds > 0)
262 { 279 {
@@ -269,7 +286,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 286 timeInSeconds -= 15;
270 } 287 }
271 288
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 289 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 290 }
274 } 291 }
275 292
@@ -477,7 +494,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 494 {
478 if (!s.IsChildAgent) 495 if (!s.IsChildAgent)
479 { 496 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 497 if (!Scene.TeleportClientHome(user, s.ControllingClient))
498 {
499 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
500 s.ControllingClient.Close();
501 }
481 } 502 }
482 } 503 }
483 504
@@ -486,7 +507,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 507 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 508 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 509 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 510 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 511 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 512 }
492 else 513 else
@@ -541,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 562 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 563 }
543 564
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 565 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 566 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 567 }
547 else 568 else
@@ -700,7 +721,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 721 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 722 if (s != null)
702 { 723 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 724 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
725 {
726 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
727 s.ControllingClient.Close();
728 }
704 } 729 }
705 } 730 }
706 } 731 }
@@ -718,7 +743,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 743 // Also make sure they are actually in the region
719 ScenePresence p; 744 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 745 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 746 {
747 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
748 {
749 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
750 p.ControllingClient.Close();
751 }
752 }
722 } 753 }
723 }); 754 });
724 } 755 }
@@ -1081,6 +1112,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1112
1082 public void AddRegion(Scene scene) 1113 public void AddRegion(Scene scene)
1083 { 1114 {
1115 m_regionChangeTimer.AutoReset = false;
1116 m_regionChangeTimer.Interval = 2000;
1117 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1118
1084 Scene = scene; 1119 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1120 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1121 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1166,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1166
1132 private void EventManager_OnNewClient(IClientAPI client) 1167 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1168 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1169 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1170 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1171// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1172 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1218,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1218 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1219 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1220 flags |= RegionFlags.BlockParcelSearch;
1221 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1222 flags |= (RegionFlags)(1 << 11);
1223 if (Scene.RegionInfo.RegionSettings.Casino)
1224 flags |= (RegionFlags)(1 << 10);
1186 1225
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1226 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1227 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1229,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1229 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1230 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1231 flags |= RegionFlags.AllowVoice;
1232 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1233 flags |= RegionFlags.AllowLandmark;
1234 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1235 flags |= RegionFlags.AllowSetHome;
1236 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1237 flags |= RegionFlags.BlockDwell;
1238 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1239 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1240
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1241
1199 // TODO: SkipUpdateInterestList 1242 // TODO: SkipUpdateInterestList
1200 1243
@@ -1235,6 +1278,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1278 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1279 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1280 flags |= RegionFlags.TaxFree;
1281 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1282 flags |= RegionFlags.AllowLandmark;
1283 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1284 flags |= RegionFlags.AllowParcelChanges;
1285 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1286 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1287 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1288 flags |= (RegionFlags)(1 << 30);
1240 1289
@@ -1255,6 +1304,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1304
1256 public void TriggerRegionInfoChange() 1305 public void TriggerRegionInfoChange()
1257 { 1306 {
1307 m_regionChangeTimer.Stop();
1308 m_regionChangeTimer.Start();
1309 }
1310
1311 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1312 {
1258 ChangeDelegate change = OnRegionInfoChange; 1313 ChangeDelegate change = OnRegionInfoChange;
1259 1314
1260 if (change != null) 1315 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..2fa0b3f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1628,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1628
1670 UpdateLandObject(localID, land.LandData); 1629 UpdateLandObject(localID, land.LandData);
1671 } 1630 }
1631
1632 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1633 {
1634 ILandObject land = null;
1635 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1636 foreach (ILandObject landObject in Land)
1637 {
1638 if (landObject.LandData.LocalID == landID)
1639 {
1640 land = landObject;
1641 }
1642 }
1643 land.DeedToGroup(DefaultGodParcelGroup);
1644 land.LandData.Name = DefaultGodParcelName;
1645 land.SendLandUpdateToAvatarsOverMe();
1646 }
1647
1648 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1649 {
1650 ScenePresence SP;
1651 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1652 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1653 if (SP.UserLevel != 0)
1654 {
1655 if (flags == 0) //All parcels, scripted or not
1656 {
1657 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1658 {
1659 if (e.OwnerID == targetID)
1660 {
1661 returns.Add(e);
1662 }
1663 }
1664 );
1665 }
1666 if (flags == 4) //All parcels, scripted object
1667 {
1668 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1669 {
1670 if (e.OwnerID == targetID)
1671 {
1672 if (e.ContainsScripts())
1673 {
1674 returns.Add(e);
1675 }
1676 }
1677 }
1678 );
1679 }
1680 if (flags == 4) //not target parcel, scripted object
1681 {
1682 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1683 {
1684 if (e.OwnerID == targetID)
1685 {
1686 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1687 if (landobject.LandData.OwnerID != e.OwnerID)
1688 {
1689 if (e.ContainsScripts())
1690 {
1691 returns.Add(e);
1692 }
1693 }
1694 }
1695 }
1696 );
1697 }
1698 foreach (SceneObjectGroup ol in returns)
1699 {
1700 ReturnObject(ol, client);
1701 }
1702 }
1703 }
1704 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1705 {
1706 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1707 objs[0] = obj;
1708 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1709 }
1710
1711 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1712
1713 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1714 {
1715 ScenePresence targetAvatar = null;
1716 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1717 ScenePresence parcelManager = null;
1718 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1719 System.Threading.Timer Timer;
1720
1721 if (targetAvatar.UserLevel == 0)
1722 {
1723 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1724 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1725 return;
1726 if (flags == 0)
1727 {
1728 targetAvatar.AllowMovement = false;
1729 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1730 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1731 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1732 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1733 Timers.Add(targetAvatar.UUID, Timer);
1734 }
1735 else
1736 {
1737 targetAvatar.AllowMovement = true;
1738 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1739 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1740 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1741 Timers.Remove(targetAvatar.UUID);
1742 Timer.Dispose();
1743 }
1744 }
1745 }
1746 private void OnEndParcelFrozen(object avatar)
1747 {
1748 ScenePresence targetAvatar = (ScenePresence)avatar;
1749 targetAvatar.AllowMovement = true;
1750 System.Threading.Timer Timer;
1751 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1752 Timers.Remove(targetAvatar.UUID);
1753 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1754 }
1755
1756
1757 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1758 {
1759 ScenePresence targetAvatar = null;
1760 ScenePresence parcelManager = null;
1761
1762 // Must have presences
1763 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1764 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1765 return;
1766
1767 // Cannot eject estate managers or gods
1768 if (m_scene.Permissions.IsAdministrator(target))
1769 return;
1770
1771 // Check if you even have permission to do this
1772 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1773 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1774 !m_scene.Permissions.IsAdministrator(client.AgentId))
1775 return;
1776
1777 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1778
1779 targetAvatar.TeleportWithMomentum(pos, null);
1780 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1781 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1782
1783 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1784 {
1785 LandAccessEntry entry = new LandAccessEntry();
1786 entry.AgentID = targetAvatar.UUID;
1787 entry.Flags = AccessList.Ban;
1788 entry.Expires = 0; // Perm
1789
1790 land.LandData.ParcelAccessList.Add(entry);
1791 }
1792 }
1672 1793
1673 protected void InstallInterfaces() 1794 protected void InstallInterfaces()
1674 { 1795 {
@@ -1731,5 +1852,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1852
1732 MainConsole.Instance.Output(report.ToString()); 1853 MainConsole.Instance.Output(report.ToString());
1733 } 1854 }
1855
1856 public void EnforceBans(ILandObject land, ScenePresence avatar)
1857 {
1858 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1859 return;
1860
1861 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1862 {
1863 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1864 {
1865 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1866 if (pos == null)
1867 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1868 else
1869 ForceAvatarToPosition(avatar, (Vector3)pos);
1870 }
1871 else
1872 {
1873 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1874 }
1875 }
1876 }
1734 } 1877 }
1735} 1878}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..16792b3 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -193,10 +193,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 193 else
194 { 194 {
195 // Normal Calculations 195 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 196 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 197 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 198 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 199 / 65536L);
200 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
201 return parcelMax;
202 }
203 }
204
205 private int GetParcelBasePrimCount()
206 {
207 if (overrideParcelMaxPrimCount != null)
208 {
209 return overrideParcelMaxPrimCount(this);
210 }
211 else
212 {
213 // Normal Calculations
214 int parcelMax = (int)((long)LandData.Area
215 * (long)m_scene.RegionInfo.ObjectCapacity
216 / 65536L);
200 return parcelMax; 217 return parcelMax;
201 } 218 }
202 } 219 }
@@ -210,8 +227,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 227 else
211 { 228 {
212 //Normal Calculations 229 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 230 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 231 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
232 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 233 return simMax;
216 } 234 }
217 } 235 }
@@ -248,7 +266,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 266 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 267 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 268 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 269 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 270 GetSimulatorMaxPrimCount(), regionFlags);
253 } 271 }
254 272
@@ -308,7 +326,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 326
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 327 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 328 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 329 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 330 }
313 331
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 332 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index b2f71d1..102b4d7 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Land
205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
206 { 206 {
207 UUID landOwner = landData.OwnerID; 207 UUID landOwner = landData.OwnerID;
208 int partCount = obj.Parts.Length; 208 int partCount = obj.GetPartCount();
209 209
210 m_SimwideCounts[landOwner] += partCount; 210 m_SimwideCounts[landOwner] += partCount;
211 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 211 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -592,4 +592,4 @@ namespace OpenSim.Region.CoreModules.World.Land
592 } 592 }
593 } 593 }
594 } 594 }
595} \ No newline at end of file 595}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7d75fad..190f63b 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -368,7 +368,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
368 368
369 public string Name 369 public string Name
370 { 370 {
371 get { return "PermissionsModule"; } 371 get { return "DefaultPermissionsModule"; }
372 } 372 }
373 373
374 public bool IsSharedModule 374 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..65180b5a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 2eac0fa..5b03ac7 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 4f4e296..e6f2855 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -64,6 +64,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option 64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false; 65 private bool m_Enabled = false;
66 66
67 private Bitmap lastImage = null;
68 private DateTime lastImageTime = DateTime.MinValue;
69
67 #region IRegionModule Members 70 #region IRegionModule Members
68 71
69 public void Initialise(IConfigSource source) 72 public void Initialise(IConfigSource source)
@@ -86,14 +89,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
86 89
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 90 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0) 91 if (renderers.Count > 0)
89 { 92 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Debug("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else 93 else
94 { 94 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
95 m_log.Debug("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97 95
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 96 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 } 97 }
@@ -126,9 +124,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
126 124
127 public Bitmap CreateMapTile() 125 public Bitmap CreateMapTile()
128 { 126 {
127 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
128 {
129 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
130 }
131
132 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
133 if (renderers.Count > 0)
134 {
135 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
136 }
137
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 138 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 139 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false); 140 Bitmap tile = CreateMapTile(viewport, false);
141 m_primMesher = null;
142
143 lastImage = tile;
144 lastImageTime = DateTime.Now;
145 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
132 } 146 }
133 147
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 148 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -655,4 +669,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
655 return result; 669 return result;
656 } 670 }
657 } 671 }
658} \ No newline at end of file 672}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..4e6bfb8 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -112,10 +112,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
112 112
113 // try to fetch from GridServer 113 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 115// if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 116// remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 117
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 118 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 119 List<MapBlockData> blocks = new List<MapBlockData>();
120 120
121 MapBlockData data; 121 MapBlockData data;
@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
149 data.Agents = 0; 149 data.Agents = 0;
150 data.Access = 255; 150 data.Access = 255;
151 data.MapImageId = UUID.Zero; 151 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 152 data.Name = mapName;
153 data.RegionFlags = 0; 153 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 154 data.WaterHeight = 0; // not used
155 data.X = 0; 155 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 2335bea..be6b240 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1241,7 +1241,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1241 } 1241 }
1242 else 1242 else
1243 { 1243 {
1244 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1244 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1246 { 1246 {
1247 OSDMap responsemapdata = new OSDMap(); 1247 OSDMap responsemapdata = new OSDMap();
@@ -1460,9 +1460,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1460 Color background = Color.FromArgb(0, 0, 0, 0); 1460 Color background = Color.FromArgb(0, 0, 0, 0);
1461 SolidBrush transparent = new SolidBrush(background); 1461 SolidBrush transparent = new SolidBrush(background);
1462 Graphics g = Graphics.FromImage(overlay); 1462 Graphics g = Graphics.FromImage(overlay);
1463 g.FillRectangle(transparent, 0, 0, 256, 256); 1463 g.FillRectangle(transparent, 0, 0, 255, 255);
1464 1464
1465 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1465 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1466 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1466 1467
1467 foreach (ILandObject land in parcels) 1468 foreach (ILandObject land in parcels)
1468 { 1469 {
@@ -1470,8 +1471,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1471 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1471 { 1472 {
1472 landForSale = true; 1473 landForSale = true;
1474
1475 bool[,] landBitmap = land.GetLandBitmap();
1476
1477 for (int x = 0 ; x < 64 ; x++)
1478 {
1479 for (int y = 0 ; y < 64 ; y++)
1480 {
1481 if (landBitmap[x, y])
1482 {
1483 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1484
1485 if (x > 0)
1486 {
1487 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1488 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1489 }
1490 if (y > 0)
1491 {
1492 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1493 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1494 }
1495 if (x < 63)
1496 {
1497 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1498 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1499 }
1500 if (y < 63)
1501 {
1502 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1503 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1504 }
1505 }
1506 }
1507 }
1473 1508
1474 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1509 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1475 } 1510 }
1476 } 1511 }
1477 1512
@@ -1483,15 +1518,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1483 1518
1484 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1519 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1485 1520
1486 for (int x = 0 ; x < 64 ; x++)
1487 {
1488 for (int y = 0 ; y < 64 ; y++)
1489 {
1490 if (saleBitmap[x, y])
1491 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1492 }
1493 }
1494
1495 try 1521 try
1496 { 1522 {
1497 return OpenJPEG.EncodeFromImage(overlay, true); 1523 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 30ed7d1..8732ec0 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -258,5 +260,6 @@ namespace OpenSim.Region.Framework.Interfaces
258 /// A <see cref="Dictionary`2"/> 260 /// A <see cref="Dictionary`2"/>
259 /// </returns> 261 /// </returns>
260 Dictionary<UUID, string> GetScriptStates(); 262 Dictionary<UUID, string> GetScriptStates();
263 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
261 } 264 }
262} 265}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 18e9e3c..9cd27f9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 bool Cross(ScenePresence agent, bool isFlying); 60 bool Cross(ScenePresence agent, bool isFlying);
78 61
@@ -82,7 +65,12 @@ namespace OpenSim.Region.Framework.Interfaces
82 65
83 void EnableChildAgent(ScenePresence agent, GridRegion region); 66 void EnableChildAgent(ScenePresence agent, GridRegion region);
84 67
68 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
69
85 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 70 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
71
72 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
73
86 } 74 }
87 75
88 public interface IUserAgentVerificationModule 76 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 0d488df..143af48 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Interfaces
69 69
70 ArrayList GetScriptErrors(UUID itemID); 70 ArrayList GetScriptErrors(UUID itemID);
71 71
72 bool HasScript(UUID itemID, out bool running);
73
72 /// <summary> 74 /// <summary>
73 /// Returns true if a script is running. 75 /// Returns true if a script is running.
74 /// </summary> 76 /// </summary>
@@ -99,4 +101,4 @@ namespace OpenSim.Region.Framework.Interfaces
99 /// </returns> 101 /// </returns>
100 Dictionary<uint, float> GetObjectScriptsExecutionTimes(); 102 Dictionary<uint, float> GetObjectScriptsExecutionTimes();
101 } 103 }
102} \ No newline at end of file 104}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f97b0a9..7688cf8 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
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 OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
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 OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 8a26df1..0837ca5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -311,8 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
311 311
312 // Update item with new asset 312 // Update item with new asset
313 item.AssetID = asset.FullID; 313 item.AssetID = asset.FullID;
314 if (group.UpdateInventoryItem(item)) 314 group.UpdateInventoryItem(item);
315 remoteClient.SendAgentAlertMessage("Script saved", false);
316 315
317 part.SendPropertiesToClient(remoteClient); 316 part.SendPropertiesToClient(remoteClient);
318 317
@@ -323,12 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
323 { 322 {
324 // Needs to determine which engine was running it and use that 323 // Needs to determine which engine was running it and use that
325 // 324 //
326 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 325 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
327 errors = part.Inventory.GetScriptErrors(item.ItemID);
328 }
329 else
330 {
331 remoteClient.SendAgentAlertMessage("Script saved", false);
332 } 326 }
333 327
334 // Tell anyone managing scripts that a script has been reloaded/changed 328 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -396,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
396 390
397 if (UUID.Zero == transactionID) 391 if (UUID.Zero == transactionID)
398 { 392 {
393 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
399 item.Name = itemUpd.Name; 394 item.Name = itemUpd.Name;
400 item.Description = itemUpd.Description; 395 item.Description = itemUpd.Description;
401 396
@@ -783,6 +778,8 @@ namespace OpenSim.Region.Framework.Scenes
783 return; 778 return;
784 } 779 }
785 780
781 if (newName == null) newName = item.Name;
782
786 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 783 AssetBase asset = AssetService.Get(item.AssetID.ToString());
787 784
788 if (asset != null) 785 if (asset != null)
@@ -839,6 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
839 } 836 }
840 837
841 /// <summary> 838 /// <summary>
839 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
840 /// </summary>
841 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
842 {
843 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
844 foreach (InventoryItemBase b in items)
845 {
846 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
847 InventoryItemBase n = InventoryService.GetItem(b);
848 n.Folder = destfolder;
849 moveitems.Add(n);
850 remoteClient.SendInventoryItemCreateUpdate(n, 0);
851 }
852
853 MoveInventoryItem(remoteClient, moveitems);
854 }
855
856 /// <summary>
842 /// Move an item within the agent's inventory. 857 /// Move an item within the agent's inventory.
843 /// </summary> 858 /// </summary>
844 /// <param name="remoteClient"></param> 859 /// <param name="remoteClient"></param>
@@ -1181,6 +1196,10 @@ namespace OpenSim.Region.Framework.Scenes
1181 { 1196 {
1182 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1197 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1183 1198
1199 // Can't move a null item
1200 if (itemId == UUID.Zero)
1201 return;
1202
1184 if (null == part) 1203 if (null == part)
1185 { 1204 {
1186 m_log.WarnFormat( 1205 m_log.WarnFormat(
@@ -1285,21 +1304,28 @@ namespace OpenSim.Region.Framework.Scenes
1285 return; 1304 return;
1286 } 1305 }
1287 1306
1288 if (part.OwnerID != destPart.OwnerID) 1307 // Can't transfer this
1308 //
1309 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1310 return;
1311
1312 bool overrideNoMod = false;
1313 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1314 overrideNoMod = true;
1315
1316 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1289 { 1317 {
1290 // Source must have transfer permissions 1318 // object cannot copy items to an object owned by a different owner
1291 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1319 // unless llAllowInventoryDrop has been called
1292 return;
1293 1320
1294 // Object cannot copy items to an object owned by a different owner 1321 return;
1295 // unless llAllowInventoryDrop has been called on the destination
1296 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1297 return;
1298 } 1322 }
1299 1323
1300 // must have both move and modify permission to put an item in an object 1324 // must have both move and modify permission to put an item in an object
1301 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1325 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1326 {
1302 return; 1327 return;
1328 }
1303 1329
1304 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1330 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1305 1331
@@ -1355,6 +1381,14 @@ namespace OpenSim.Region.Framework.Scenes
1355 1381
1356 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1382 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1357 { 1383 {
1384 SceneObjectPart destPart = GetSceneObjectPart(destID);
1385 if (destPart != null) // Move into a prim
1386 {
1387 foreach(UUID itemID in items)
1388 MoveTaskInventoryItem(destID, host, itemID);
1389 return destID; // Prim folder ID == prim ID
1390 }
1391
1358 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1359 1393
1360 UUID newFolderID = UUID.Random(); 1394 UUID newFolderID = UUID.Random();
@@ -1540,12 +1574,12 @@ namespace OpenSim.Region.Framework.Scenes
1540 agentTransactions.HandleTaskItemUpdateFromTransaction( 1574 agentTransactions.HandleTaskItemUpdateFromTransaction(
1541 remoteClient, part, transactionID, currentItem); 1575 remoteClient, part, transactionID, currentItem);
1542 1576
1543 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1577// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1544 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1578// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1545 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1579// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1546 remoteClient.SendAgentAlertMessage("Script saved", false); 1580// remoteClient.SendAgentAlertMessage("Script saved", false);
1547 else 1581// else
1548 remoteClient.SendAgentAlertMessage("Item saved", false); 1582// remoteClient.SendAgentAlertMessage("Item saved", false);
1549 } 1583 }
1550 } 1584 }
1551 1585
@@ -1729,7 +1763,7 @@ namespace OpenSim.Region.Framework.Scenes
1729 } 1763 }
1730 1764
1731 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1765 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1732 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1766 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1733 agentID); 1767 agentID);
1734 AssetService.Store(asset); 1768 AssetService.Store(asset);
1735 1769
@@ -1885,23 +1919,32 @@ namespace OpenSim.Region.Framework.Scenes
1885 // build a list of eligible objects 1919 // build a list of eligible objects
1886 List<uint> deleteIDs = new List<uint>(); 1920 List<uint> deleteIDs = new List<uint>();
1887 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1921 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1888 1922 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1889 // Start with true for both, then remove the flags if objects
1890 // that we can't derez are part of the selection
1891 bool permissionToTake = true;
1892 bool permissionToTakeCopy = true;
1893 bool permissionToDelete = true;
1894 1923
1895 foreach (uint localID in localIDs) 1924 foreach (uint localID in localIDs)
1896 { 1925 {
1926 // Start with true for both, then remove the flags if objects
1927 // that we can't derez are part of the selection
1928 bool permissionToTake = true;
1929 bool permissionToTakeCopy = true;
1930 bool permissionToDelete = true;
1931
1897 // Invalid id 1932 // Invalid id
1898 SceneObjectPart part = GetSceneObjectPart(localID); 1933 SceneObjectPart part = GetSceneObjectPart(localID);
1899 if (part == null) 1934 if (part == null)
1935 {
1936 //Client still thinks the object exists, kill it
1937 deleteIDs.Add(localID);
1900 continue; 1938 continue;
1939 }
1901 1940
1902 // Already deleted by someone else 1941 // Already deleted by someone else
1903 if (part.ParentGroup.IsDeleted) 1942 if (part.ParentGroup.IsDeleted)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1904 continue; 1946 continue;
1947 }
1905 1948
1906 // Can't delete child prims 1949 // Can't delete child prims
1907 if (part != part.ParentGroup.RootPart) 1950 if (part != part.ParentGroup.RootPart)
@@ -1909,9 +1952,6 @@ namespace OpenSim.Region.Framework.Scenes
1909 1952
1910 SceneObjectGroup grp = part.ParentGroup; 1953 SceneObjectGroup grp = part.ParentGroup;
1911 1954
1912 deleteIDs.Add(localID);
1913 deleteGroups.Add(grp);
1914
1915 if (remoteClient == null) 1955 if (remoteClient == null)
1916 { 1956 {
1917 // Autoreturn has a null client. Nothing else does. So 1957 // Autoreturn has a null client. Nothing else does. So
@@ -1928,81 +1968,193 @@ namespace OpenSim.Region.Framework.Scenes
1928 } 1968 }
1929 else 1969 else
1930 { 1970 {
1931 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1971 if (action == DeRezAction.TakeCopy)
1972 {
1973 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1974 permissionToTakeCopy = false;
1975 }
1976 else
1977 {
1932 permissionToTakeCopy = false; 1978 permissionToTakeCopy = false;
1933 1979 }
1934 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1980 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1935 permissionToTake = false; 1981 permissionToTake = false;
1936 1982
1937 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1983 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1938 permissionToDelete = false; 1984 permissionToDelete = false;
1939 } 1985 }
1940 }
1941 1986
1942 // Handle god perms 1987 // Handle god perms
1943 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1988 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1944 { 1989 {
1945 permissionToTake = true; 1990 permissionToTake = true;
1946 permissionToTakeCopy = true; 1991 permissionToTakeCopy = true;
1947 permissionToDelete = true; 1992 permissionToDelete = true;
1948 } 1993 }
1949 1994
1950 // If we're re-saving, we don't even want to delete 1995 // If we're re-saving, we don't even want to delete
1951 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1996 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1952 permissionToDelete = false; 1997 permissionToDelete = false;
1953 1998
1954 // if we want to take a copy, we also don't want to delete 1999 // if we want to take a copy, we also don't want to delete
1955 // Note: after this point, the permissionToTakeCopy flag 2000 // Note: after this point, the permissionToTakeCopy flag
1956 // becomes irrelevant. It already includes the permissionToTake 2001 // becomes irrelevant. It already includes the permissionToTake
1957 // permission and after excluding no copy items here, we can 2002 // permission and after excluding no copy items here, we can
1958 // just use that. 2003 // just use that.
1959 if (action == DeRezAction.TakeCopy) 2004 if (action == DeRezAction.TakeCopy)
1960 { 2005 {
1961 // If we don't have permission, stop right here 2006 // If we don't have permission, stop right here
1962 if (!permissionToTakeCopy) 2007 if (!permissionToTakeCopy)
1963 return; 2008 return;
1964 2009
1965 permissionToTake = true; 2010 permissionToTake = true;
1966 // Don't delete 2011 // Don't delete
1967 permissionToDelete = false; 2012 permissionToDelete = false;
1968 } 2013 }
1969 2014
1970 if (action == DeRezAction.Return) 2015 if (action == DeRezAction.Return)
1971 {
1972 if (remoteClient != null)
1973 { 2016 {
1974 if (Permissions.CanReturnObjects( 2017 if (remoteClient != null)
1975 null,
1976 remoteClient.AgentId,
1977 deleteGroups))
1978 { 2018 {
1979 permissionToTake = true; 2019 if (Permissions.CanReturnObjects(
1980 permissionToDelete = true; 2020 null,
1981 2021 remoteClient.AgentId,
1982 foreach (SceneObjectGroup g in deleteGroups) 2022 deleteGroups))
1983 { 2023 {
1984 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2024 permissionToTake = true;
2025 permissionToDelete = true;
2026
2027 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1985 } 2028 }
1986 } 2029 }
2030 else // Auto return passes through here with null agent
2031 {
2032 permissionToTake = true;
2033 permissionToDelete = true;
2034 }
1987 } 2035 }
1988 else // Auto return passes through here with null agent 2036
2037 if (permissionToTake && (!permissionToDelete))
2038 takeGroups.Add(grp);
2039
2040 if (permissionToDelete)
1989 { 2041 {
1990 permissionToTake = true; 2042 if (permissionToTake)
1991 permissionToDelete = true; 2043 deleteGroups.Add(grp);
2044 deleteIDs.Add(grp.LocalId);
1992 } 2045 }
1993 } 2046 }
1994 2047
1995 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2048 SendKillObject(deleteIDs);
2049
2050 if (deleteGroups.Count > 0)
1996 { 2051 {
2052 foreach (SceneObjectGroup g in deleteGroups)
2053 deleteIDs.Remove(g.LocalId);
2054
1997 m_asyncSceneObjectDeleter.DeleteToInventory( 2055 m_asyncSceneObjectDeleter.DeleteToInventory(
1998 action, destinationID, deleteGroups, remoteClient, 2056 action, destinationID, deleteGroups, remoteClient,
1999 permissionToDelete); 2057 true);
2058 }
2059 if (takeGroups.Count > 0)
2060 {
2061 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, takeGroups, remoteClient,
2063 false);
2000 } 2064 }
2001 else if (permissionToDelete) 2065 if (deleteIDs.Count > 0)
2002 { 2066 {
2003 foreach (SceneObjectGroup g in deleteGroups) 2067 foreach (SceneObjectGroup g in deleteGroups)
2004 DeleteSceneObject(g, false); 2068 DeleteSceneObject(g, true);
2069 }
2070 }
2071
2072 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2073 {
2074 itemID = UUID.Zero;
2075 if (grp != null)
2076 {
2077 Vector3 inventoryStoredPosition = new Vector3
2078 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X)
2081 ,
2082 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2083 ? 250
2084 : grp.AbsolutePosition.X,
2085 grp.AbsolutePosition.Z);
2086
2087 Vector3 originalPosition = grp.AbsolutePosition;
2088
2089 grp.AbsolutePosition = inventoryStoredPosition;
2090
2091 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2092
2093 grp.AbsolutePosition = originalPosition;
2094
2095 AssetBase asset = CreateAsset(
2096 grp.GetPartName(grp.LocalId),
2097 grp.GetPartDescription(grp.LocalId),
2098 (sbyte)AssetType.Object,
2099 Utils.StringToBytes(sceneObjectXml),
2100 remoteClient.AgentId);
2101 AssetService.Store(asset);
2102
2103 InventoryItemBase item = new InventoryItemBase();
2104 item.CreatorId = grp.RootPart.CreatorID.ToString();
2105 item.CreatorData = grp.RootPart.CreatorData;
2106 item.Owner = remoteClient.AgentId;
2107 item.ID = UUID.Random();
2108 item.AssetID = asset.FullID;
2109 item.Description = asset.Description;
2110 item.Name = asset.Name;
2111 item.AssetType = asset.Type;
2112 item.InvType = (int)InventoryType.Object;
2113
2114 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2115 if (folder != null)
2116 item.Folder = folder.ID;
2117 else // oopsies
2118 item.Folder = UUID.Zero;
2119
2120 // Set up base perms properly
2121 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2122 permsBase &= grp.RootPart.BaseMask;
2123 permsBase |= (uint)PermissionMask.Move;
2124
2125 // Make sure we don't lock it
2126 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2127
2128 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2129 {
2130 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2131 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2132 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2133 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2134 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2135 }
2136 else
2137 {
2138 item.BasePermissions = permsBase;
2139 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2143 }
2144 item.CreationDate = Util.UnixTimeSinceEpoch();
2145
2146 // sets itemID so client can show item as 'attached' in inventory
2147 grp.FromItemID = item.ID;
2148
2149 if (AddInventoryItem(item))
2150 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2151 else
2152 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2153
2154 itemID = item.ID;
2155 return item.AssetID;
2005 } 2156 }
2157 return UUID.Zero;
2006 } 2158 }
2007 2159
2008 /// <summary> 2160 /// <summary>
@@ -2131,6 +2283,9 @@ namespace OpenSim.Region.Framework.Scenes
2131 2283
2132 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2284 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2133 { 2285 {
2286 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2287 return;
2288
2134 SceneObjectPart part = GetSceneObjectPart(objectID); 2289 SceneObjectPart part = GetSceneObjectPart(objectID);
2135 if (part == null) 2290 if (part == null)
2136 return; 2291 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2bf3638..3e11db3 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -119,6 +119,7 @@ namespace OpenSim.Region.Framework.Scenes
119 // TODO: need to figure out how allow client agents but deny 119 // TODO: need to figure out how allow client agents but deny
120 // root agents when ACL denies access to root agent 120 // root agents when ACL denies access to root agent
121 public bool m_strictAccessControl = true; 121 public bool m_strictAccessControl = true;
122 public bool m_seeIntoBannedRegion = false;
122 public int MaxUndoCount = 5; 123 public int MaxUndoCount = 5;
123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 124 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
124 public bool LoginLock = false; 125 public bool LoginLock = false;
@@ -134,12 +135,14 @@ namespace OpenSim.Region.Framework.Scenes
134 135
135 protected int m_splitRegionID; 136 protected int m_splitRegionID;
136 protected Timer m_restartWaitTimer = new Timer(); 137 protected Timer m_restartWaitTimer = new Timer();
138 protected Timer m_timerWatchdog = new Timer();
137 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 139 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
138 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 140 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
139 protected string m_simulatorVersion = "OpenSimulator Server"; 141 protected string m_simulatorVersion = "OpenSimulator Server";
140 protected ModuleLoader m_moduleLoader; 142 protected ModuleLoader m_moduleLoader;
141 protected AgentCircuitManager m_authenticateHandler; 143 protected AgentCircuitManager m_authenticateHandler;
142 protected SceneCommunicationService m_sceneGridService; 144 protected SceneCommunicationService m_sceneGridService;
145 protected ISnmpModule m_snmpService = null;
143 146
144 protected ISimulationDataService m_SimulationDataService; 147 protected ISimulationDataService m_SimulationDataService;
145 protected IEstateDataService m_EstateDataService; 148 protected IEstateDataService m_EstateDataService;
@@ -202,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
202 private int m_update_events = 1; 205 private int m_update_events = 1;
203 private int m_update_backup = 200; 206 private int m_update_backup = 200;
204 private int m_update_terrain = 50; 207 private int m_update_terrain = 50;
205// private int m_update_land = 1; 208 private int m_update_land = 10;
206 private int m_update_coarse_locations = 50; 209 private int m_update_coarse_locations = 50;
207 210
208 private int agentMS; 211 private int agentMS;
@@ -221,6 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
221 /// </summary> 224 /// </summary>
222 private int m_lastFrameTick; 225 private int m_lastFrameTick;
223 226
227 public bool CombineRegions = false;
224 /// <summary> 228 /// <summary>
225 /// Tick at which the last maintenance run occurred. 229 /// Tick at which the last maintenance run occurred.
226 /// </summary> 230 /// </summary>
@@ -251,6 +255,11 @@ namespace OpenSim.Region.Framework.Scenes
251 /// </summary> 255 /// </summary>
252 private int m_LastLogin; 256 private int m_LastLogin;
253 257
258 private int m_lastIncoming;
259 private int m_lastOutgoing;
260 private int m_hbRestarts = 0;
261
262
254 /// <summary> 263 /// <summary>
255 /// Thread that runs the scene loop. 264 /// Thread that runs the scene loop.
256 /// </summary> 265 /// </summary>
@@ -266,7 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
266 private volatile bool m_shuttingDown; 275 private volatile bool m_shuttingDown;
267 276
268// private int m_lastUpdate; 277// private int m_lastUpdate;
269// private bool m_firstHeartbeat = true; 278 private bool m_firstHeartbeat = true;
270 279
271 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
272 private bool m_reprioritizationEnabled = true; 281 private bool m_reprioritizationEnabled = true;
@@ -311,6 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_sceneGridService; } 320 get { return m_sceneGridService; }
312 } 321 }
313 322
323 public ISnmpModule SnmpService
324 {
325 get
326 {
327 if (m_snmpService == null)
328 {
329 m_snmpService = RequestModuleInterface<ISnmpModule>();
330 }
331
332 return m_snmpService;
333 }
334 }
335
314 public ISimulationDataService SimulationDataService 336 public ISimulationDataService SimulationDataService
315 { 337 {
316 get 338 get
@@ -603,6 +625,8 @@ namespace OpenSim.Region.Framework.Scenes
603 m_EstateDataService = estateDataService; 625 m_EstateDataService = estateDataService;
604 m_regionHandle = m_regInfo.RegionHandle; 626 m_regionHandle = m_regInfo.RegionHandle;
605 m_regionName = m_regInfo.RegionName; 627 m_regionName = m_regInfo.RegionName;
628 m_lastIncoming = 0;
629 m_lastOutgoing = 0;
606 630
607 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 631 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
608 m_asyncSceneObjectDeleter.Enabled = true; 632 m_asyncSceneObjectDeleter.Enabled = true;
@@ -683,101 +707,110 @@ namespace OpenSim.Region.Framework.Scenes
683 707
684 // Region config overrides global config 708 // Region config overrides global config
685 // 709 //
686 if (m_config.Configs["Startup"] != null) 710 try
687 { 711 {
688 IConfig startupConfig = m_config.Configs["Startup"]; 712 if (m_config.Configs["Startup"] != null)
689
690 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
691 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
692 if (!m_useBackup)
693 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
694
695 //Animation states
696 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
697
698 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
699 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
700
701 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
702 if (RegionInfo.NonphysPrimMax > 0)
703 { 713 {
704 m_maxNonphys = RegionInfo.NonphysPrimMax; 714 IConfig startupConfig = m_config.Configs["Startup"];
705 }
706
707 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
708 715
709 if (RegionInfo.PhysPrimMax > 0) 716 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
710 { 717 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
711 m_maxPhys = RegionInfo.PhysPrimMax; 718 if (!m_useBackup)
712 } 719 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
720
721 //Animation states
722 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
713 723
714 // Here, if clamping is requested in either global or 724 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
715 // local config, it will be used 725 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
716 //
717 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
718 if (RegionInfo.ClampPrimSize)
719 {
720 m_clampPrimSize = true;
721 }
722 726
723 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 727 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
724 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 728 if (RegionInfo.NonphysPrimMax > 0)
725 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 729 {
726 m_dontPersistBefore = 730 m_maxNonphys = RegionInfo.NonphysPrimMax;
727 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 731 }
728 m_dontPersistBefore *= 10000000;
729 m_persistAfter =
730 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
731 m_persistAfter *= 10000000;
732 732
733 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 733 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
734 734
735 m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 735 if (RegionInfo.PhysPrimMax > 0)
736 {
737 m_maxPhys = RegionInfo.PhysPrimMax;
738 }
736 739
737 IConfig packetConfig = m_config.Configs["PacketPool"]; 740 m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
738 if (packetConfig != null)
739 {
740 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
741 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
742 }
743 741
744 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 742 // Here, if clamping is requested in either global or
743 // local config, it will be used
744 //
745 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
746 if (RegionInfo.ClampPrimSize)
747 {
748 m_clampPrimSize = true;
749 }
745 750
746 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 751 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
747 if (m_generateMaptiles) 752 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
748 { 753 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
749 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 754 m_dontPersistBefore =
750 if (maptileRefresh != 0) 755 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
756 m_dontPersistBefore *= 10000000;
757 m_persistAfter =
758 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
759 m_persistAfter *= 10000000;
760
761 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
762 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
763
764 IConfig packetConfig = m_config.Configs["PacketPool"];
765 if (packetConfig != null)
751 { 766 {
752 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 767 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
753 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 768 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
754 m_mapGenerationTimer.AutoReset = true;
755 m_mapGenerationTimer.Start();
756 } 769 }
757 }
758 else
759 {
760 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
761 UUID tileID;
762 770
763 if (UUID.TryParse(tile, out tileID)) 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
773 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
774
775 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
776 if (m_generateMaptiles)
764 { 777 {
765 RegionInfo.RegionSettings.TerrainImageID = tileID; 778 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
779 if (maptileRefresh != 0)
780 {
781 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
782 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
783 m_mapGenerationTimer.AutoReset = true;
784 m_mapGenerationTimer.Start();
785 }
766 } 786 }
767 } 787 else
788 {
789 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
790 UUID tileID;
768 791
769 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 792 if (UUID.TryParse(tile, out tileID))
770 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 793 {
771 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 794 RegionInfo.RegionSettings.TerrainImageID = tileID;
772 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 795 }
773 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 796 }
774 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
775 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
776 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
777 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
778 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
779 797
780 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 798 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
799 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
800 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
801 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
802 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
803 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
804 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
805 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
806 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
807 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
808 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
809 }
810 }
811 catch (Exception e)
812 {
813 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
781 } 814 }
782 815
783 #endregion Region Config 816 #endregion Region Config
@@ -1204,7 +1237,22 @@ namespace OpenSim.Region.Framework.Scenes
1204 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1237 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1205 if (m_heartbeatThread != null) 1238 if (m_heartbeatThread != null)
1206 { 1239 {
1240 m_hbRestarts++;
1241 if(m_hbRestarts > 10)
1242 Environment.Exit(1);
1243 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1244
1245//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1246//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1247//proc.EnableRaisingEvents=false;
1248//proc.StartInfo.FileName = "/bin/kill";
1249//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1250//proc.Start();
1251//proc.WaitForExit();
1252//Thread.Sleep(1000);
1253//Environment.Exit(1);
1207 m_heartbeatThread.Abort(); 1254 m_heartbeatThread.Abort();
1255 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1208 m_heartbeatThread = null; 1256 m_heartbeatThread = null;
1209 } 1257 }
1210// m_lastUpdate = Util.EnvironmentTickCount(); 1258// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1352,10 +1400,12 @@ namespace OpenSim.Region.Framework.Scenes
1352 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; 1400 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1353 int previousFrameTick; 1401 int previousFrameTick;
1354 int maintc; 1402 int maintc;
1403 int sleepMS;
1404 int framestart;
1355 1405
1356 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1406 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1357 { 1407 {
1358 maintc = Util.EnvironmentTickCount(); 1408 framestart = Util.EnvironmentTickCount();
1359 ++Frame; 1409 ++Frame;
1360 1410
1361// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1411// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
@@ -1443,7 +1493,7 @@ namespace OpenSim.Region.Framework.Scenes
1443 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1493 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1444 //} 1494 //}
1445 1495
1446 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1496 // frameMS = Util.EnvironmentTickCountSubtract(maintc);
1447 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1497 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1448 1498
1449 // if (Frame%m_update_avatars == 0) 1499 // if (Frame%m_update_avatars == 0)
@@ -1458,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1458 1508
1459 // frameMS currently records work frame times, not total frame times (work + any required sleep to 1509 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1460 // reach min frame time. 1510 // reach min frame time.
1461 StatsReporter.addFrameMS(frameMS); 1511 // StatsReporter.addFrameMS(frameMS);
1462 1512
1463 StatsReporter.addAgentMS(agentMS); 1513 StatsReporter.addAgentMS(agentMS);
1464 StatsReporter.addPhysicsMS(physicsMS + physicsMS2); 1514 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
@@ -1515,12 +1565,22 @@ namespace OpenSim.Region.Framework.Scenes
1515 1565
1516 previousFrameTick = m_lastFrameTick; 1566 previousFrameTick = m_lastFrameTick;
1517 m_lastFrameTick = Util.EnvironmentTickCount(); 1567 m_lastFrameTick = Util.EnvironmentTickCount();
1518 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1568 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1519 maintc = (int)(MinFrameTime * 1000) - maintc; 1569 maintc = (int)(MinFrameTime * 1000) - maintc;
1520 1570
1571 m_firstHeartbeat = false;
1572
1573
1574 sleepMS = Util.EnvironmentTickCount();
1575
1521 if (maintc > 0) 1576 if (maintc > 0)
1522 Thread.Sleep(maintc); 1577 Thread.Sleep(maintc);
1523 1578
1579 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1580 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1581 StatsReporter.addSleepMS(sleepMS);
1582 StatsReporter.addFrameMS(frameMS);
1583
1524 // Optionally warn if a frame takes double the amount of time that it should. 1584 // Optionally warn if a frame takes double the amount of time that it should.
1525 if (DebugUpdates 1585 if (DebugUpdates
1526 && Util.EnvironmentTickCountSubtract( 1586 && Util.EnvironmentTickCountSubtract(
@@ -1547,9 +1607,9 @@ namespace OpenSim.Region.Framework.Scenes
1547 1607
1548 private void CheckAtTargets() 1608 private void CheckAtTargets()
1549 { 1609 {
1550 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1610 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1551 lock (m_groupsWithTargets) 1611 lock (m_groupsWithTargets)
1552 objs = m_groupsWithTargets.Values; 1612 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1553 1613
1554 foreach (SceneObjectGroup entry in objs) 1614 foreach (SceneObjectGroup entry in objs)
1555 entry.checkAtTargets(); 1615 entry.checkAtTargets();
@@ -1630,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes
1630 msg.fromAgentName = "Server"; 1690 msg.fromAgentName = "Server";
1631 msg.dialog = (byte)19; // Object msg 1691 msg.dialog = (byte)19; // Object msg
1632 msg.fromGroup = false; 1692 msg.fromGroup = false;
1633 msg.offline = (byte)0; 1693 msg.offline = (byte)1;
1634 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1694 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1635 msg.Position = Vector3.Zero; 1695 msg.Position = Vector3.Zero;
1636 msg.RegionID = RegionInfo.RegionID.Guid; 1696 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1852,6 +1912,19 @@ namespace OpenSim.Region.Framework.Scenes
1852 EventManager.TriggerPrimsLoaded(this); 1912 EventManager.TriggerPrimsLoaded(this);
1853 } 1913 }
1854 1914
1915 public bool SuportsRayCastFiltered()
1916 {
1917 if (PhysicsScene == null)
1918 return false;
1919 return PhysicsScene.SuportsRaycastWorldFiltered();
1920 }
1921
1922 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1923 {
1924 if (PhysicsScene == null)
1925 return null;
1926 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1927 }
1855 1928
1856 /// <summary> 1929 /// <summary>
1857 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1930 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1868,14 +1941,24 @@ namespace OpenSim.Region.Framework.Scenes
1868 /// <returns></returns> 1941 /// <returns></returns>
1869 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1942 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1870 { 1943 {
1944
1945 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1946 Vector3 wpos = Vector3.Zero;
1947 // Check for water surface intersection from above
1948 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1949 {
1950 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1951 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1952 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1953 wpos.Z = wheight;
1954 }
1955
1871 Vector3 pos = Vector3.Zero; 1956 Vector3 pos = Vector3.Zero;
1872 if (RayEndIsIntersection == (byte)1) 1957 if (RayEndIsIntersection == (byte)1)
1873 { 1958 {
1874 pos = RayEnd; 1959 pos = RayEnd;
1875 return pos;
1876 } 1960 }
1877 1961 else if (RayTargetID != UUID.Zero)
1878 if (RayTargetID != UUID.Zero)
1879 { 1962 {
1880 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1963 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1881 1964
@@ -1897,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1897 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1980 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1898 1981
1899 // Un-comment out the following line to Get Raytrace results printed to the console. 1982 // Un-comment out the following line to Get Raytrace results printed to the console.
1900 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1983 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1901 float ScaleOffset = 0.5f; 1984 float ScaleOffset = 0.5f;
1902 1985
1903 // If we hit something 1986 // If we hit something
@@ -1920,13 +2003,10 @@ namespace OpenSim.Region.Framework.Scenes
1920 //pos.Z -= 0.25F; 2003 //pos.Z -= 0.25F;
1921 2004
1922 } 2005 }
1923
1924 return pos;
1925 } 2006 }
1926 else 2007 else
1927 { 2008 {
1928 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2009 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1929
1930 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2010 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1931 2011
1932 // Un-comment the following line to print the raytrace results to the console. 2012 // Un-comment the following line to print the raytrace results to the console.
@@ -1935,13 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
1935 if (ei.HitTF) 2015 if (ei.HitTF)
1936 { 2016 {
1937 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2017 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1938 } else 2018 }
2019 else
1939 { 2020 {
1940 // fall back to our stupid functionality 2021 // fall back to our stupid functionality
1941 pos = RayEnd; 2022 pos = RayEnd;
1942 } 2023 }
1943
1944 return pos;
1945 } 2024 }
1946 } 2025 }
1947 else 2026 else
@@ -1952,8 +2031,12 @@ namespace OpenSim.Region.Framework.Scenes
1952 //increase height so its above the ground. 2031 //increase height so its above the ground.
1953 //should be getting the normal of the ground at the rez point and using that? 2032 //should be getting the normal of the ground at the rez point and using that?
1954 pos.Z += scale.Z / 2f; 2033 pos.Z += scale.Z / 2f;
1955 return pos; 2034// return pos;
1956 } 2035 }
2036
2037 // check against posible water intercept
2038 if (wpos.Z > pos.Z) pos = wpos;
2039 return pos;
1957 } 2040 }
1958 2041
1959 2042
@@ -2043,7 +2126,10 @@ namespace OpenSim.Region.Framework.Scenes
2043 public bool AddRestoredSceneObject( 2126 public bool AddRestoredSceneObject(
2044 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2127 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2045 { 2128 {
2046 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2129 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2130 if (result)
2131 sceneObject.IsDeleted = false;
2132 return result;
2047 } 2133 }
2048 2134
2049 /// <summary> 2135 /// <summary>
@@ -2135,6 +2221,15 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// </summary> 2221 /// </summary>
2136 public void DeleteAllSceneObjects() 2222 public void DeleteAllSceneObjects()
2137 { 2223 {
2224 DeleteAllSceneObjects(false);
2225 }
2226
2227 /// <summary>
2228 /// Delete every object from the scene. This does not include attachments worn by avatars.
2229 /// </summary>
2230 public void DeleteAllSceneObjects(bool exceptNoCopy)
2231 {
2232 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2138 lock (Entities) 2233 lock (Entities)
2139 { 2234 {
2140 EntityBase[] entities = Entities.GetEntities(); 2235 EntityBase[] entities = Entities.GetEntities();
@@ -2143,11 +2238,24 @@ namespace OpenSim.Region.Framework.Scenes
2143 if (e is SceneObjectGroup) 2238 if (e is SceneObjectGroup)
2144 { 2239 {
2145 SceneObjectGroup sog = (SceneObjectGroup)e; 2240 SceneObjectGroup sog = (SceneObjectGroup)e;
2146 if (!sog.IsAttachment) 2241 if (sog != null && !sog.IsAttachment)
2147 DeleteSceneObject((SceneObjectGroup)e, false); 2242 {
2243 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2244 {
2245 DeleteSceneObject((SceneObjectGroup)e, false);
2246 }
2247 else
2248 {
2249 toReturn.Add((SceneObjectGroup)e);
2250 }
2251 }
2148 } 2252 }
2149 } 2253 }
2150 } 2254 }
2255 if (toReturn.Count > 0)
2256 {
2257 returnObjects(toReturn.ToArray(), UUID.Zero);
2258 }
2151 } 2259 }
2152 2260
2153 /// <summary> 2261 /// <summary>
@@ -2182,6 +2290,8 @@ namespace OpenSim.Region.Framework.Scenes
2182 } 2290 }
2183 2291
2184 group.DeleteGroupFromScene(silent); 2292 group.DeleteGroupFromScene(silent);
2293 if (!silent)
2294 SendKillObject(new List<uint>() { group.LocalId });
2185 2295
2186// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2296// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2187 } 2297 }
@@ -2471,6 +2581,8 @@ namespace OpenSim.Region.Framework.Scenes
2471 2581
2472 if (newPosition != Vector3.Zero) 2582 if (newPosition != Vector3.Zero)
2473 newObject.RootPart.GroupPosition = newPosition; 2583 newObject.RootPart.GroupPosition = newPosition;
2584 if (newObject.RootPart.KeyframeMotion != null)
2585 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2474 2586
2475 if (!AddSceneObject(newObject)) 2587 if (!AddSceneObject(newObject))
2476 { 2588 {
@@ -2539,10 +2651,17 @@ namespace OpenSim.Region.Framework.Scenes
2539 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2651 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2540 public bool AddSceneObject(SceneObjectGroup sceneObject) 2652 public bool AddSceneObject(SceneObjectGroup sceneObject)
2541 { 2653 {
2654 if (sceneObject.OwnerID == UUID.Zero)
2655 {
2656 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2657 return false;
2658 }
2659
2542 // If the user is banned, we won't let any of their objects 2660 // If the user is banned, we won't let any of their objects
2543 // enter. Period. 2661 // enter. Period.
2544 // 2662 //
2545 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2663 int flags = GetUserFlags(sceneObject.OwnerID);
2664 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2546 { 2665 {
2547 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2666 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2548 2667
@@ -2588,12 +2707,23 @@ namespace OpenSim.Region.Framework.Scenes
2588 } 2707 }
2589 else 2708 else
2590 { 2709 {
2710 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2591 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2711 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2592 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2712 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2593 } 2713 }
2714 if (sceneObject.OwnerID == UUID.Zero)
2715 {
2716 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2717 return false;
2718 }
2594 } 2719 }
2595 else 2720 else
2596 { 2721 {
2722 if (sceneObject.OwnerID == UUID.Zero)
2723 {
2724 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2725 return false;
2726 }
2597 AddRestoredSceneObject(sceneObject, true, false); 2727 AddRestoredSceneObject(sceneObject, true, false);
2598 2728
2599 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2729 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2622,6 +2752,24 @@ namespace OpenSim.Region.Framework.Scenes
2622 return 2; // StateSource.PrimCrossing 2752 return 2; // StateSource.PrimCrossing
2623 } 2753 }
2624 2754
2755 public int GetUserFlags(UUID user)
2756 {
2757 //Unfortunately the SP approach means that the value is cached until region is restarted
2758 /*
2759 ScenePresence sp;
2760 if (TryGetScenePresence(user, out sp))
2761 {
2762 return sp.UserFlags;
2763 }
2764 else
2765 {
2766 */
2767 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2768 if (uac == null)
2769 return 0;
2770 return uac.UserFlags;
2771 //}
2772 }
2625 #endregion 2773 #endregion
2626 2774
2627 #region Add/Remove Avatar Methods 2775 #region Add/Remove Avatar Methods
@@ -2635,7 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
2635 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2783 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2636 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2784 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2637 2785
2638// CheckHeartbeat(); 2786 CheckHeartbeat();
2639 2787
2640 ScenePresence sp = GetScenePresence(client.AgentId); 2788 ScenePresence sp = GetScenePresence(client.AgentId);
2641 2789
@@ -2688,7 +2836,13 @@ namespace OpenSim.Region.Framework.Scenes
2688 2836
2689 EventManager.TriggerOnNewClient(client); 2837 EventManager.TriggerOnNewClient(client);
2690 if (vialogin) 2838 if (vialogin)
2839 {
2691 EventManager.TriggerOnClientLogin(client); 2840 EventManager.TriggerOnClientLogin(client);
2841 // Send initial parcel data
2842 Vector3 pos = sp.AbsolutePosition;
2843 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2844 land.SendLandUpdateToClient(client);
2845 }
2692 2846
2693 return sp; 2847 return sp;
2694 } 2848 }
@@ -2778,19 +2932,12 @@ namespace OpenSim.Region.Framework.Scenes
2778 // and the scene presence and the client, if they exist 2932 // and the scene presence and the client, if they exist
2779 try 2933 try
2780 { 2934 {
2781 // We need to wait for the client to make UDP contact first. 2935 ScenePresence sp = GetScenePresence(agentID);
2782 // It's the UDP contact that creates the scene presence 2936 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2783 ScenePresence sp = WaitGetScenePresence(agentID); 2937
2784 if (sp != null) 2938 if (sp != null)
2785 {
2786 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2787
2788 sp.ControllingClient.Close(); 2939 sp.ControllingClient.Close();
2789 } 2940
2790 else
2791 {
2792 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2793 }
2794 // BANG! SLASH! 2941 // BANG! SLASH!
2795 m_authenticateHandler.RemoveCircuit(agentID); 2942 m_authenticateHandler.RemoveCircuit(agentID);
2796 2943
@@ -2835,6 +2982,8 @@ namespace OpenSim.Region.Framework.Scenes
2835 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2982 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2836 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2983 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2837 2984
2985 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2986
2838 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2987 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2839 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2988 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2840 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2989 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2891,6 +3040,7 @@ namespace OpenSim.Region.Framework.Scenes
2891 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3040 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2892 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3041 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2893 client.OnCopyInventoryItem += CopyInventoryItem; 3042 client.OnCopyInventoryItem += CopyInventoryItem;
3043 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2894 client.OnMoveInventoryItem += MoveInventoryItem; 3044 client.OnMoveInventoryItem += MoveInventoryItem;
2895 client.OnRemoveInventoryItem += RemoveInventoryItem; 3045 client.OnRemoveInventoryItem += RemoveInventoryItem;
2896 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3046 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2962,6 +3112,8 @@ namespace OpenSim.Region.Framework.Scenes
2962 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3112 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2963 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3113 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2964 3114
3115 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3116
2965 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3117 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2966 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3118 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2967 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3119 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3064,15 +3216,16 @@ namespace OpenSim.Region.Framework.Scenes
3064 /// </summary> 3216 /// </summary>
3065 /// <param name="agentId">The avatar's Unique ID</param> 3217 /// <param name="agentId">The avatar's Unique ID</param>
3066 /// <param name="client">The IClientAPI for the client</param> 3218 /// <param name="client">The IClientAPI for the client</param>
3067 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3219 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3068 { 3220 {
3069 if (m_teleportModule != null) 3221 if (m_teleportModule != null)
3070 m_teleportModule.TeleportHome(agentId, client); 3222 return m_teleportModule.TeleportHome(agentId, client);
3071 else 3223 else
3072 { 3224 {
3073 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3225 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3074 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3226 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3075 } 3227 }
3228 return false;
3076 } 3229 }
3077 3230
3078 /// <summary> 3231 /// <summary>
@@ -3182,6 +3335,16 @@ namespace OpenSim.Region.Framework.Scenes
3182 /// <param name="flags"></param> 3335 /// <param name="flags"></param>
3183 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3336 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3184 { 3337 {
3338 //Add half the avatar's height so that the user doesn't fall through prims
3339 ScenePresence presence;
3340 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3341 {
3342 if (presence.Appearance != null)
3343 {
3344 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3345 }
3346 }
3347
3185 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3348 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3186 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3349 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3187 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3350 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3250,8 +3413,9 @@ namespace OpenSim.Region.Framework.Scenes
3250 regions.Remove(RegionInfo.RegionHandle); 3413 regions.Remove(RegionInfo.RegionHandle);
3251 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3414 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3252 } 3415 }
3253 3416 m_log.Debug("[Scene] Beginning ClientClosed");
3254 m_eventManager.TriggerClientClosed(agentID, this); 3417 m_eventManager.TriggerClientClosed(agentID, this);
3418 m_log.Debug("[Scene] Finished ClientClosed");
3255 } 3419 }
3256 catch (NullReferenceException) 3420 catch (NullReferenceException)
3257 { 3421 {
@@ -3313,9 +3477,10 @@ namespace OpenSim.Region.Framework.Scenes
3313 { 3477 {
3314 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3478 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3315 } 3479 }
3316 3480 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3317 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3481 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3318// CleanDroppedAttachments(); 3482// CleanDroppedAttachments();
3483 m_log.Debug("[Scene] The avatar has left the building");
3319 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3484 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3320 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3485 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3321 } 3486 }
@@ -3450,13 +3615,16 @@ namespace OpenSim.Region.Framework.Scenes
3450 sp = null; 3615 sp = null;
3451 } 3616 }
3452 3617
3453 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3454 3618
3455 //On login test land permisions 3619 //On login test land permisions
3456 if (vialogin) 3620 if (vialogin)
3457 { 3621 {
3458 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3622 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3623 if (cache != null)
3624 cache.Remove(agent.firstname + " " + agent.lastname);
3625 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3459 { 3626 {
3627 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3460 return false; 3628 return false;
3461 } 3629 }
3462 } 3630 }
@@ -3479,9 +3647,15 @@ namespace OpenSim.Region.Framework.Scenes
3479 3647
3480 try 3648 try
3481 { 3649 {
3482 if (!AuthorizeUser(agent, out reason)) 3650 // Always check estate if this is a login. Always
3483 return false; 3651 // check if banned regions are to be blacked out.
3484 } catch (Exception e) 3652 if (vialogin || (!m_seeIntoBannedRegion))
3653 {
3654 if (!AuthorizeUser(agent, out reason))
3655 return false;
3656 }
3657 }
3658 catch (Exception e)
3485 { 3659 {
3486 m_log.ErrorFormat( 3660 m_log.ErrorFormat(
3487 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3661 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3612,6 +3786,8 @@ namespace OpenSim.Region.Framework.Scenes
3612 } 3786 }
3613 3787
3614 // Honor parcel landing type and position. 3788 // Honor parcel landing type and position.
3789 /*
3790 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3615 if (land != null) 3791 if (land != null)
3616 { 3792 {
3617 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3793 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3619,26 +3795,34 @@ namespace OpenSim.Region.Framework.Scenes
3619 agent.startpos = land.LandData.UserLocation; 3795 agent.startpos = land.LandData.UserLocation;
3620 } 3796 }
3621 } 3797 }
3798 */// This is now handled properly in ScenePresence.MakeRootAgent
3622 } 3799 }
3623 3800
3624 return true; 3801 return true;
3625 } 3802 }
3626 3803
3627 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3804 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3628 { 3805 {
3629 3806 reason = String.Empty;
3630 bool banned = land.IsBannedFromLand(agent.AgentID); 3807 if (Permissions.IsGod(agentID))
3631 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3808 return true;
3809
3810 ILandObject land = LandChannel.GetLandObject(posX, posY);
3811 if (land == null)
3812 return false;
3813
3814 bool banned = land.IsBannedFromLand(agentID);
3815 bool restricted = land.IsRestrictedFromLand(agentID);
3632 3816
3633 if (banned || restricted) 3817 if (banned || restricted)
3634 { 3818 {
3635 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3819 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3636 if (nearestParcel != null) 3820 if (nearestParcel != null)
3637 { 3821 {
3638 //Move agent to nearest allowed 3822 //Move agent to nearest allowed
3639 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3823 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3640 agent.startpos.X = newPosition.X; 3824 posX = newPosition.X;
3641 agent.startpos.Y = newPosition.Y; 3825 posY = newPosition.Y;
3642 } 3826 }
3643 else 3827 else
3644 { 3828 {
@@ -3700,7 +3884,7 @@ namespace OpenSim.Region.Framework.Scenes
3700 3884
3701 if (!m_strictAccessControl) return true; 3885 if (!m_strictAccessControl) return true;
3702 if (Permissions.IsGod(agent.AgentID)) return true; 3886 if (Permissions.IsGod(agent.AgentID)) return true;
3703 3887
3704 if (AuthorizationService != null) 3888 if (AuthorizationService != null)
3705 { 3889 {
3706 if (!AuthorizationService.IsAuthorizedForRegion( 3890 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3715,7 +3899,7 @@ namespace OpenSim.Region.Framework.Scenes
3715 3899
3716 if (m_regInfo.EstateSettings != null) 3900 if (m_regInfo.EstateSettings != null)
3717 { 3901 {
3718 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3902 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3719 { 3903 {
3720 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3904 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3721 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3905 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3907,6 +4091,13 @@ namespace OpenSim.Region.Framework.Scenes
3907 4091
3908 // We have to wait until the viewer contacts this region after receiving EAC. 4092 // We have to wait until the viewer contacts this region after receiving EAC.
3909 // That calls AddNewClient, which finally creates the ScenePresence 4093 // That calls AddNewClient, which finally creates the ScenePresence
4094 int flags = GetUserFlags(cAgentData.AgentID);
4095 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4096 {
4097 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4098 return false;
4099 }
4100
3910 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4101 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3911 if (nearestParcel == null) 4102 if (nearestParcel == null)
3912 { 4103 {
@@ -3991,12 +4182,22 @@ namespace OpenSim.Region.Framework.Scenes
3991 return false; 4182 return false;
3992 } 4183 }
3993 4184
4185 public bool IncomingCloseAgent(UUID agentID)
4186 {
4187 return IncomingCloseAgent(agentID, false);
4188 }
4189
4190 public bool IncomingCloseChildAgent(UUID agentID)
4191 {
4192 return IncomingCloseAgent(agentID, true);
4193 }
4194
3994 /// <summary> 4195 /// <summary>
3995 /// Tell a single agent to disconnect from the region. 4196 /// Tell a single agent to disconnect from the region.
3996 /// </summary> 4197 /// </summary>
3997 /// <param name="regionHandle"></param>
3998 /// <param name="agentID"></param> 4198 /// <param name="agentID"></param>
3999 public bool IncomingCloseAgent(UUID agentID) 4199 /// <param name="childOnly"></param>
4200 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4000 { 4201 {
4001 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4202 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4002 4203
@@ -4008,7 +4209,7 @@ namespace OpenSim.Region.Framework.Scenes
4008 { 4209 {
4009 m_sceneGraph.removeUserCount(false); 4210 m_sceneGraph.removeUserCount(false);
4010 } 4211 }
4011 else 4212 else if (!childOnly)
4012 { 4213 {
4013 m_sceneGraph.removeUserCount(true); 4214 m_sceneGraph.removeUserCount(true);
4014 } 4215 }
@@ -4024,9 +4225,12 @@ namespace OpenSim.Region.Framework.Scenes
4024 } 4225 }
4025 else 4226 else
4026 presence.ControllingClient.SendShutdownConnectionNotice(); 4227 presence.ControllingClient.SendShutdownConnectionNotice();
4228 presence.ControllingClient.Close(false);
4229 }
4230 else if (!childOnly)
4231 {
4232 presence.ControllingClient.Close(true);
4027 } 4233 }
4028
4029 presence.ControllingClient.Close();
4030 return true; 4234 return true;
4031 } 4235 }
4032 4236
@@ -4608,35 +4812,81 @@ namespace OpenSim.Region.Framework.Scenes
4608 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4812 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4609 } 4813 }
4610 4814
4611 public int GetHealth() 4815 public int GetHealth(out int flags, out string message)
4612 { 4816 {
4613 // Returns: 4817 // Returns:
4614 // 1 = sim is up and accepting http requests. The heartbeat has 4818 // 1 = sim is up and accepting http requests. The heartbeat has
4615 // stopped and the sim is probably locked up, but a remote 4819 // stopped and the sim is probably locked up, but a remote
4616 // admin restart may succeed 4820 // admin restart may succeed
4617 // 4821 //
4618 // 2 = Sim is up and the heartbeat is running. The sim is likely 4822 // 2 = Sim is up and the heartbeat is running. The sim is likely
4619 // usable for people within and logins _may_ work 4823 // usable for people within
4824 //
4825 // 3 = Sim is up and one packet thread is running. Sim is
4826 // unstable and will not accept new logins
4620 // 4827 //
4621 // 3 = We have seen a new user enter within the past 4 minutes 4828 // 4 = Sim is up and both packet threads are running. Sim is
4829 // likely usable
4830 //
4831 // 5 = We have seen a new user enter within the past 4 minutes
4622 // which can be seen as positive confirmation of sim health 4832 // which can be seen as positive confirmation of sim health
4623 // 4833 //
4834
4835 flags = 0;
4836 message = String.Empty;
4837
4838 CheckHeartbeat();
4839
4840 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4841 {
4842 // We're still starting
4843 // 0 means "in startup", it can't happen another way, since
4844 // to get here, we must be able to accept http connections
4845 return 0;
4846 }
4847
4624 int health=1; // Start at 1, means we're up 4848 int health=1; // Start at 1, means we're up
4625 4849
4626 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4850 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4627 health += 1; 4851 {
4852 health+=1;
4853 flags |= 1;
4854 }
4855
4856 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4857 {
4858 health+=1;
4859 flags |= 2;
4860 }
4861
4862 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4863 {
4864 health+=1;
4865 flags |= 4;
4866 }
4628 else 4867 else
4868 {
4869int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4870System.Diagnostics.Process proc = new System.Diagnostics.Process();
4871proc.EnableRaisingEvents=false;
4872proc.StartInfo.FileName = "/bin/kill";
4873proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4874proc.Start();
4875proc.WaitForExit();
4876Thread.Sleep(1000);
4877Environment.Exit(1);
4878 }
4879
4880 if (flags != 7)
4629 return health; 4881 return health;
4630 4882
4631 // A login in the last 4 mins? We can't be doing too badly 4883 // A login in the last 4 mins? We can't be doing too badly
4632 // 4884 //
4633 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4885 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4634 health++; 4886 health++;
4635 else 4887 else
4636 return health; 4888 return health;
4637 4889
4638// CheckHeartbeat();
4639
4640 return health; 4890 return health;
4641 } 4891 }
4642 4892
@@ -4724,7 +4974,7 @@ namespace OpenSim.Region.Framework.Scenes
4724 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4974 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4725 if (wasUsingPhysics) 4975 if (wasUsingPhysics)
4726 { 4976 {
4727 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4977 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4728 } 4978 }
4729 } 4979 }
4730 4980
@@ -4823,14 +5073,14 @@ namespace OpenSim.Region.Framework.Scenes
4823 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5073 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4824 } 5074 }
4825 5075
4826// private void CheckHeartbeat() 5076 private void CheckHeartbeat()
4827// { 5077 {
4828// if (m_firstHeartbeat) 5078 if (m_firstHeartbeat)
4829// return; 5079 return;
4830// 5080
4831// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5081 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4832// StartTimer(); 5082 Start();
4833// } 5083 }
4834 5084
4835 public override ISceneObject DeserializeObject(string representation) 5085 public override ISceneObject DeserializeObject(string representation)
4836 { 5086 {
@@ -4842,9 +5092,14 @@ namespace OpenSim.Region.Framework.Scenes
4842 get { return m_allowScriptCrossings; } 5092 get { return m_allowScriptCrossings; }
4843 } 5093 }
4844 5094
4845 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5095 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5096 {
5097 return GetNearestAllowedPosition(avatar, null);
5098 }
5099
5100 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4846 { 5101 {
4847 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5102 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4848 5103
4849 if (nearestParcel != null) 5104 if (nearestParcel != null)
4850 { 5105 {
@@ -4853,10 +5108,7 @@ namespace OpenSim.Region.Framework.Scenes
4853 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5108 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4854 if (nearestPoint != null) 5109 if (nearestPoint != null)
4855 { 5110 {
4856// m_log.DebugFormat( 5111 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4857// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4858// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4859
4860 return nearestPoint.Value; 5112 return nearestPoint.Value;
4861 } 5113 }
4862 5114
@@ -4866,17 +5118,20 @@ namespace OpenSim.Region.Framework.Scenes
4866 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5118 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4867 if (nearestPoint != null) 5119 if (nearestPoint != null)
4868 { 5120 {
4869// m_log.DebugFormat( 5121 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4870// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4871
4872 return nearestPoint.Value; 5122 return nearestPoint.Value;
4873 } 5123 }
4874 5124
4875 //Ultimate backup if we have no idea where they are 5125 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4876// m_log.DebugFormat( 5126 if (dest != excludeParcel)
4877// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5127 {
5128 // Ultimate backup if we have no idea where they are and
5129 // the last allowed position was in another parcel
5130 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5131 return avatar.lastKnownAllowedPosition;
5132 }
4878 5133
4879 return avatar.lastKnownAllowedPosition; 5134 // else fall through to region edge
4880 } 5135 }
4881 5136
4882 //Go to the edge, this happens in teleporting to a region with no available parcels 5137 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4910,13 +5165,18 @@ namespace OpenSim.Region.Framework.Scenes
4910 5165
4911 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5166 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4912 { 5167 {
5168 return GetNearestAllowedParcel(avatarId, x, y, null);
5169 }
5170
5171 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5172 {
4913 List<ILandObject> all = AllParcels(); 5173 List<ILandObject> all = AllParcels();
4914 float minParcelDistance = float.MaxValue; 5174 float minParcelDistance = float.MaxValue;
4915 ILandObject nearestParcel = null; 5175 ILandObject nearestParcel = null;
4916 5176
4917 foreach (var parcel in all) 5177 foreach (var parcel in all)
4918 { 5178 {
4919 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5179 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4920 { 5180 {
4921 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5181 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4922 if (parcelDistance < minParcelDistance) 5182 if (parcelDistance < minParcelDistance)
@@ -5158,7 +5418,55 @@ namespace OpenSim.Region.Framework.Scenes
5158 mapModule.GenerateMaptile(); 5418 mapModule.GenerateMaptile();
5159 } 5419 }
5160 5420
5161 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5421// public void CleanDroppedAttachments()
5422// {
5423// List<SceneObjectGroup> objectsToDelete =
5424// new List<SceneObjectGroup>();
5425//
5426// lock (m_cleaningAttachments)
5427// {
5428// ForEachSOG(delegate (SceneObjectGroup grp)
5429// {
5430// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5431// {
5432// UUID agentID = grp.OwnerID;
5433// if (agentID == UUID.Zero)
5434// {
5435// objectsToDelete.Add(grp);
5436// return;
5437// }
5438//
5439// ScenePresence sp = GetScenePresence(agentID);
5440// if (sp == null)
5441// {
5442// objectsToDelete.Add(grp);
5443// return;
5444// }
5445// }
5446// });
5447// }
5448//
5449// foreach (SceneObjectGroup grp in objectsToDelete)
5450// {
5451// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5452// DeleteSceneObject(grp, true);
5453// }
5454// }
5455
5456 public void ThreadAlive(int threadCode)
5457 {
5458 switch(threadCode)
5459 {
5460 case 1: // Incoming
5461 m_lastIncoming = Util.EnvironmentTickCount();
5462 break;
5463 case 2: // Incoming
5464 m_lastOutgoing = Util.EnvironmentTickCount();
5465 break;
5466 }
5467 }
5468
5469 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5162 { 5470 {
5163 RegenerateMaptile(); 5471 RegenerateMaptile();
5164 5472
@@ -5177,6 +5485,14 @@ namespace OpenSim.Region.Framework.Scenes
5177 // child agent creation, thereby emulating the SL behavior. 5485 // child agent creation, thereby emulating the SL behavior.
5178 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5486 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5179 { 5487 {
5488 reason = "You are banned from the region";
5489
5490 if (Permissions.IsGod(agentID))
5491 {
5492 reason = String.Empty;
5493 return true;
5494 }
5495
5180 int num = m_sceneGraph.GetNumberOfScenePresences(); 5496 int num = m_sceneGraph.GetNumberOfScenePresences();
5181 5497
5182 if (num >= RegionInfo.RegionSettings.AgentLimit) 5498 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5188,6 +5504,41 @@ namespace OpenSim.Region.Framework.Scenes
5188 } 5504 }
5189 } 5505 }
5190 5506
5507 ScenePresence presence = GetScenePresence(agentID);
5508 IClientAPI client = null;
5509 AgentCircuitData aCircuit = null;
5510
5511 if (presence != null)
5512 {
5513 client = presence.ControllingClient;
5514 if (client != null)
5515 aCircuit = client.RequestClientInfo();
5516 }
5517
5518 // We may be called before there is a presence or a client.
5519 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5520 if (client == null)
5521 {
5522 aCircuit = new AgentCircuitData();
5523 aCircuit.AgentID = agentID;
5524 aCircuit.firstname = String.Empty;
5525 aCircuit.lastname = String.Empty;
5526 }
5527
5528 try
5529 {
5530 if (!AuthorizeUser(aCircuit, out reason))
5531 {
5532 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5533 return false;
5534 }
5535 }
5536 catch (Exception e)
5537 {
5538 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5539 return false;
5540 }
5541
5191 if (position == Vector3.Zero) // Teleport 5542 if (position == Vector3.Zero) // Teleport
5192 { 5543 {
5193 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5544 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5216,13 +5567,46 @@ namespace OpenSim.Region.Framework.Scenes
5216 } 5567 }
5217 } 5568 }
5218 } 5569 }
5570
5571 float posX = 128.0f;
5572 float posY = 128.0f;
5573
5574 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5575 {
5576 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5577 return false;
5578 }
5579 }
5580 else // Walking
5581 {
5582 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5583 if (land == null)
5584 return false;
5585
5586 bool banned = land.IsBannedFromLand(agentID);
5587 bool restricted = land.IsRestrictedFromLand(agentID);
5588
5589 if (banned || restricted)
5590 return false;
5219 } 5591 }
5220 5592
5221 reason = String.Empty; 5593 reason = String.Empty;
5222 return true; 5594 return true;
5223 } 5595 }
5224 5596
5225 /// <summary> 5597 public void StartTimerWatchdog()
5598 {
5599 m_timerWatchdog.Interval = 1000;
5600 m_timerWatchdog.Elapsed += TimerWatchdog;
5601 m_timerWatchdog.AutoReset = true;
5602 m_timerWatchdog.Start();
5603 }
5604
5605 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5606 {
5607 CheckHeartbeat();
5608 }
5609
5226 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5610 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5227 /// autopilot that moves an avatar to a sit target!. 5611 /// autopilot that moves an avatar to a sit target!.
5228 /// </summary> 5612 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,31 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 4815922..00f76e0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 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 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -319,7 +361,7 @@ namespace OpenSim.Region.Framework.Scenes
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel; 362 sceneObject.Velocity = vel;
321 } 363 }
322 364
323 return true; 365 return true;
324 } 366 }
325 367
@@ -344,6 +386,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 386 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 387 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 388 {
389 if (sceneObject == null)
390 {
391 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
392 return false;
393 }
347 if (sceneObject.UUID == UUID.Zero) 394 if (sceneObject.UUID == UUID.Zero)
348 { 395 {
349 m_log.ErrorFormat( 396 m_log.ErrorFormat(
@@ -478,6 +525,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 525 m_updateList[obj.UUID] = obj;
479 } 526 }
480 527
528 public void FireAttachToBackup(SceneObjectGroup obj)
529 {
530 if (OnAttachToBackup != null)
531 {
532 OnAttachToBackup(obj);
533 }
534 }
535
536 public void FireDetachFromBackup(SceneObjectGroup obj)
537 {
538 if (OnDetachFromBackup != null)
539 {
540 OnDetachFromBackup(obj);
541 }
542 }
543
544 public void FireChangeBackup(SceneObjectGroup obj)
545 {
546 if (OnChangeBackup != null)
547 {
548 OnChangeBackup(obj);
549 }
550 }
551
481 /// <summary> 552 /// <summary>
482 /// Process all pending updates 553 /// Process all pending updates
483 /// </summary> 554 /// </summary>
@@ -595,7 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
595 666
596 Entities[presence.UUID] = presence; 667 Entities[presence.UUID] = presence;
597 668
598 lock (m_presenceLock) 669 m_scenePresencesLock.EnterWriteLock();
670 try
599 { 671 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +691,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 691 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 692 m_scenePresenceArray = newlist;
621 } 693 }
694 finally
695 {
696 m_scenePresencesLock.ExitWriteLock();
697 }
622 } 698 }
623 699
624 /// <summary> 700 /// <summary>
@@ -633,7 +709,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 709 agentID);
634 } 710 }
635 711
636 lock (m_presenceLock) 712 m_scenePresencesLock.EnterWriteLock();
713 try
637 { 714 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 715 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 716 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +732,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 732 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 733 }
657 } 734 }
735 finally
736 {
737 m_scenePresencesLock.ExitWriteLock();
738 }
658 } 739 }
659 740
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 741 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1187,6 +1268,52 @@ namespace OpenSim.Region.Framework.Scenes
1187 1268
1188 #region Client Event handlers 1269 #region Client Event handlers
1189 1270
1271 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1272 {
1273 SceneObjectPart part = GetSceneObjectPart(localID);
1274 ObjectChangeData data = (ObjectChangeData)odata;
1275
1276 if (part != null)
1277 {
1278 SceneObjectGroup grp = part.ParentGroup;
1279 if (grp != null)
1280 {
1281 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1282 {
1283 // These two are exceptions SL makes in the interpretation
1284 // of the change flags. Must check them here because otherwise
1285 // the group flag (see below) would be lost
1286 if (data.change == ObjectChangeType.groupS)
1287 data.change = ObjectChangeType.primS;
1288 if (data.change == ObjectChangeType.groupPS)
1289 data.change = ObjectChangeType.primPS;
1290 part.StoreUndoState(data.change); // lets test only saving what we changed
1291 grp.doChangeObject(part, (ObjectChangeData)data);
1292 }
1293 else
1294 {
1295 // Is this any kind of group operation?
1296 if ((data.change & ObjectChangeType.Group) != 0)
1297 {
1298 // Is a move and/or rotation requested?
1299 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1300 {
1301 // Are we allowed to move it?
1302 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1303 {
1304 // Strip all but move and rotation from request
1305 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1306
1307 part.StoreUndoState(data.change);
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 }
1311 }
1312 }
1313 }
1314 }
1315 }
1316
1190 /// <summary> 1317 /// <summary>
1191 /// Update the scale of an individual prim. 1318 /// Update the scale of an individual prim.
1192 /// </summary> 1319 /// </summary>
@@ -1201,7 +1328,17 @@ namespace OpenSim.Region.Framework.Scenes
1201 { 1328 {
1202 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1329 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1203 { 1330 {
1331 bool physbuild = false;
1332 if (part.ParentGroup.RootPart.PhysActor != null)
1333 {
1334 part.ParentGroup.RootPart.PhysActor.Building = true;
1335 physbuild = true;
1336 }
1337
1204 part.Resize(scale); 1338 part.Resize(scale);
1339
1340 if (physbuild)
1341 part.ParentGroup.RootPart.PhysActor.Building = false;
1205 } 1342 }
1206 } 1343 }
1207 } 1344 }
@@ -1213,7 +1350,17 @@ namespace OpenSim.Region.Framework.Scenes
1213 { 1350 {
1214 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1351 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1215 { 1352 {
1353 bool physbuild = false;
1354 if (group.RootPart.PhysActor != null)
1355 {
1356 group.RootPart.PhysActor.Building = true;
1357 physbuild = true;
1358 }
1359
1216 group.GroupResize(scale); 1360 group.GroupResize(scale);
1361
1362 if (physbuild)
1363 group.RootPart.PhysActor.Building = false;
1217 } 1364 }
1218 } 1365 }
1219 } 1366 }
@@ -1341,8 +1488,13 @@ namespace OpenSim.Region.Framework.Scenes
1341 { 1488 {
1342 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1489 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1343 { 1490 {
1344 if (m_parentScene.AttachmentsModule != null) 1491 // Set the new attachment point data in the object
1345 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1492 byte attachmentPoint = group.GetAttachmentPoint();
1493 group.UpdateGroupPosition(pos);
1494 group.IsAttachment = false;
1495 group.AbsolutePosition = group.RootPart.AttachedPos;
1496 group.AttachmentPoint = attachmentPoint;
1497 group.HasGroupChanged = true;
1346 } 1498 }
1347 else 1499 else
1348 { 1500 {
@@ -1390,7 +1542,7 @@ namespace OpenSim.Region.Framework.Scenes
1390 /// <param name="SetPhantom"></param> 1542 /// <param name="SetPhantom"></param>
1391 /// <param name="remoteClient"></param> 1543 /// <param name="remoteClient"></param>
1392 protected internal void UpdatePrimFlags( 1544 protected internal void UpdatePrimFlags(
1393 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1545 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1394 { 1546 {
1395 SceneObjectGroup group = GetGroupByPrim(localID); 1547 SceneObjectGroup group = GetGroupByPrim(localID);
1396 if (group != null) 1548 if (group != null)
@@ -1398,7 +1550,28 @@ namespace OpenSim.Region.Framework.Scenes
1398 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1550 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1399 { 1551 {
1400 // VolumeDetect can't be set via UI and will always be off when a change is made there 1552 // VolumeDetect can't be set via UI and will always be off when a change is made there
1401 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1553 // now only change volume dtc if phantom off
1554
1555 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1556 {
1557 bool vdtc;
1558 if (SetPhantom) // if phantom keep volumedtc
1559 vdtc = group.RootPart.VolumeDetectActive;
1560 else // else turn it off
1561 vdtc = false;
1562
1563 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1564 }
1565 else
1566 {
1567 SceneObjectPart part = GetSceneObjectPart(localID);
1568 if (part != null)
1569 {
1570 part.UpdateExtraPhysics(PhysData);
1571 if (part.UpdatePhysRequired)
1572 remoteClient.SendPartPhysicsProprieties(part);
1573 }
1574 }
1402 } 1575 }
1403 } 1576 }
1404 } 1577 }
@@ -1542,6 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1542 { 1715 {
1543 part.Material = Convert.ToByte(material); 1716 part.Material = Convert.ToByte(material);
1544 group.HasGroupChanged = true; 1717 group.HasGroupChanged = true;
1718 remoteClient.SendPartPhysicsProprieties(part);
1545 } 1719 }
1546 } 1720 }
1547 } 1721 }
@@ -1606,6 +1780,12 @@ namespace OpenSim.Region.Framework.Scenes
1606 /// <param name="childPrims"></param> 1780 /// <param name="childPrims"></param>
1607 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1781 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1608 { 1782 {
1783 if (root.KeyframeMotion != null)
1784 {
1785 root.KeyframeMotion.Stop();
1786 root.KeyframeMotion = null;
1787 }
1788
1609 SceneObjectGroup parentGroup = root.ParentGroup; 1789 SceneObjectGroup parentGroup = root.ParentGroup;
1610 if (parentGroup == null) return; 1790 if (parentGroup == null) return;
1611 1791
@@ -1614,8 +1794,11 @@ namespace OpenSim.Region.Framework.Scenes
1614 return; 1794 return;
1615 1795
1616 Monitor.Enter(m_updateLock); 1796 Monitor.Enter(m_updateLock);
1797
1617 try 1798 try
1618 { 1799 {
1800 parentGroup.areUpdatesSuspended = true;
1801
1619 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1802 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1620 1803
1621 // We do this in reverse to get the link order of the prims correct 1804 // We do this in reverse to get the link order of the prims correct
@@ -1630,9 +1813,13 @@ namespace OpenSim.Region.Framework.Scenes
1630 // Make sure no child prim is set for sale 1813 // Make sure no child prim is set for sale
1631 // So that, on delink, no prims are unwittingly 1814 // So that, on delink, no prims are unwittingly
1632 // left for sale and sold off 1815 // left for sale and sold off
1633 child.RootPart.ObjectSaleType = 0; 1816
1634 child.RootPart.SalePrice = 10; 1817 if (child != null)
1635 childGroups.Add(child); 1818 {
1819 child.RootPart.ObjectSaleType = 0;
1820 child.RootPart.SalePrice = 10;
1821 childGroups.Add(child);
1822 }
1636 } 1823 }
1637 1824
1638 foreach (SceneObjectGroup child in childGroups) 1825 foreach (SceneObjectGroup child in childGroups)
@@ -1659,6 +1846,16 @@ namespace OpenSim.Region.Framework.Scenes
1659 } 1846 }
1660 finally 1847 finally
1661 { 1848 {
1849 lock (SceneObjectGroupsByLocalPartID)
1850 {
1851 foreach (SceneObjectPart part in parentGroup.Parts)
1852 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1853 }
1854
1855 parentGroup.areUpdatesSuspended = false;
1856 parentGroup.HasGroupChanged = true;
1857 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1858 parentGroup.ScheduleGroupForFullUpdate();
1662 Monitor.Exit(m_updateLock); 1859 Monitor.Exit(m_updateLock);
1663 } 1860 }
1664 } 1861 }
@@ -1681,6 +1878,11 @@ namespace OpenSim.Region.Framework.Scenes
1681 { 1878 {
1682 if (part != null) 1879 if (part != null)
1683 { 1880 {
1881 if (part.KeyframeMotion != null)
1882 {
1883 part.KeyframeMotion.Stop();
1884 part.KeyframeMotion = null;
1885 }
1684 if (part.ParentGroup.PrimCount != 1) // Skip single 1886 if (part.ParentGroup.PrimCount != 1) // Skip single
1685 { 1887 {
1686 if (part.LinkNum < 2) // Root 1888 if (part.LinkNum < 2) // Root
@@ -1695,21 +1897,24 @@ namespace OpenSim.Region.Framework.Scenes
1695 1897
1696 SceneObjectGroup group = part.ParentGroup; 1898 SceneObjectGroup group = part.ParentGroup;
1697 if (!affectedGroups.Contains(group)) 1899 if (!affectedGroups.Contains(group))
1900 {
1901 group.areUpdatesSuspended = true;
1698 affectedGroups.Add(group); 1902 affectedGroups.Add(group);
1903 }
1699 } 1904 }
1700 } 1905 }
1701 } 1906 }
1702 1907
1703 foreach (SceneObjectPart child in childParts) 1908 if (childParts.Count > 0)
1704 { 1909 {
1705 // Unlink all child parts from their groups 1910 foreach (SceneObjectPart child in childParts)
1706 // 1911 {
1707 child.ParentGroup.DelinkFromGroup(child, true); 1912 // Unlink all child parts from their groups
1708 1913 //
1709 // These are not in affected groups and will not be 1914 child.ParentGroup.DelinkFromGroup(child, true);
1710 // handled further. Do the honors here. 1915 child.ParentGroup.HasGroupChanged = true;
1711 child.ParentGroup.HasGroupChanged = true; 1916 child.ParentGroup.ScheduleGroupForFullUpdate();
1712 child.ParentGroup.ScheduleGroupForFullUpdate(); 1917 }
1713 } 1918 }
1714 1919
1715 foreach (SceneObjectPart root in rootParts) 1920 foreach (SceneObjectPart root in rootParts)
@@ -1719,56 +1924,68 @@ namespace OpenSim.Region.Framework.Scenes
1719 // However, editing linked parts and unlinking may be different 1924 // However, editing linked parts and unlinking may be different
1720 // 1925 //
1721 SceneObjectGroup group = root.ParentGroup; 1926 SceneObjectGroup group = root.ParentGroup;
1927 group.areUpdatesSuspended = true;
1722 1928
1723 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1929 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1724 int numChildren = newSet.Count; 1930 int numChildren = newSet.Count;
1725 1931
1932 if (numChildren == 1)
1933 break;
1934
1726 // If there are prims left in a link set, but the root is 1935 // If there are prims left in a link set, but the root is
1727 // slated for unlink, we need to do this 1936 // slated for unlink, we need to do this
1937 // Unlink the remaining set
1728 // 1938 //
1729 if (numChildren != 1) 1939 bool sendEventsToRemainder = true;
1730 { 1940 if (numChildren > 1)
1731 // Unlink the remaining set 1941 sendEventsToRemainder = false;
1732 //
1733 bool sendEventsToRemainder = true;
1734 if (numChildren > 1)
1735 sendEventsToRemainder = false;
1736 1942
1737 foreach (SceneObjectPart p in newSet) 1943 foreach (SceneObjectPart p in newSet)
1944 {
1945 if (p != group.RootPart)
1738 { 1946 {
1739 if (p != group.RootPart) 1947 group.DelinkFromGroup(p, sendEventsToRemainder);
1740 group.DelinkFromGroup(p, sendEventsToRemainder); 1948 if (numChildren > 2)
1949 {
1950 p.ParentGroup.areUpdatesSuspended = true;
1951 }
1952 else
1953 {
1954 p.ParentGroup.HasGroupChanged = true;
1955 p.ParentGroup.ScheduleGroupForFullUpdate();
1956 }
1741 } 1957 }
1958 }
1959
1960 // If there is more than one prim remaining, we
1961 // need to re-link
1962 //
1963 if (numChildren > 2)
1964 {
1965 // Remove old root
1966 //
1967 if (newSet.Contains(root))
1968 newSet.Remove(root);
1742 1969
1743 // If there is more than one prim remaining, we 1970 // Preserve link ordering
1744 // need to re-link
1745 // 1971 //
1746 if (numChildren > 2) 1972 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1747 { 1973 {
1748 // Remove old root 1974 return a.LinkNum.CompareTo(b.LinkNum);
1749 // 1975 });
1750 if (newSet.Contains(root))
1751 newSet.Remove(root);
1752
1753 // Preserve link ordering
1754 //
1755 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1756 {
1757 return a.LinkNum.CompareTo(b.LinkNum);
1758 });
1759 1976
1760 // Determine new root 1977 // Determine new root
1761 // 1978 //
1762 SceneObjectPart newRoot = newSet[0]; 1979 SceneObjectPart newRoot = newSet[0];
1763 newSet.RemoveAt(0); 1980 newSet.RemoveAt(0);
1764 1981
1765 foreach (SceneObjectPart newChild in newSet) 1982 foreach (SceneObjectPart newChild in newSet)
1766 newChild.ClearUpdateSchedule(); 1983 newChild.ClearUpdateSchedule();
1767 1984
1768 LinkObjects(newRoot, newSet); 1985 newRoot.ParentGroup.areUpdatesSuspended = true;
1769 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1986 LinkObjects(newRoot, newSet);
1770 affectedGroups.Add(newRoot.ParentGroup); 1987 if (!affectedGroups.Contains(newRoot.ParentGroup))
1771 } 1988 affectedGroups.Add(newRoot.ParentGroup);
1772 } 1989 }
1773 } 1990 }
1774 1991
@@ -1776,8 +1993,14 @@ namespace OpenSim.Region.Framework.Scenes
1776 // 1993 //
1777 foreach (SceneObjectGroup g in affectedGroups) 1994 foreach (SceneObjectGroup g in affectedGroups)
1778 { 1995 {
1996 // Child prims that have been unlinked and deleted will
1997 // return unless the root is deleted. This will remove them
1998 // from the database. They will be rewritten immediately,
1999 // minus the rows for the unlinked child prims.
2000 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1779 g.TriggerScriptChangedEvent(Changed.LINK); 2001 g.TriggerScriptChangedEvent(Changed.LINK);
1780 g.HasGroupChanged = true; // Persist 2002 g.HasGroupChanged = true; // Persist
2003 g.areUpdatesSuspended = false;
1781 g.ScheduleGroupForFullUpdate(); 2004 g.ScheduleGroupForFullUpdate();
1782 } 2005 }
1783 } 2006 }
@@ -1849,108 +2072,96 @@ namespace OpenSim.Region.Framework.Scenes
1849 /// <param name="GroupID"></param> 2072 /// <param name="GroupID"></param>
1850 /// <param name="rot"></param> 2073 /// <param name="rot"></param>
1851 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2074 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1852 public SceneObjectGroup DuplicateObject( 2075 /// <summary>
1853 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2076 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1854 { 2077 {
1855 Monitor.Enter(m_updateLock); 2078// m_log.DebugFormat(
2079// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2080// originalPrimID, offset, AgentID);
1856 2081
1857 try 2082 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2083 if (original != null)
1858 { 2084 {
1859 // m_log.DebugFormat( 2085 if (m_parentScene.Permissions.CanDuplicateObject(
1860 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2086 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1861 // originalPrimID, offset, AgentID);
1862
1863 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1864 if (original == null)
1865 { 2087 {
1866 m_log.WarnFormat( 2088 SceneObjectGroup copy = original.Copy(true);
1867 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2089 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1868 2090
1869 return null; 2091 if (original.OwnerID != AgentID)
1870 } 2092 {
2093 copy.SetOwnerId(AgentID);
2094 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1871 2095
1872 if (!m_parentScene.Permissions.CanDuplicateObject( 2096 SceneObjectPart[] partList = copy.Parts;
1873 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1874 return null;
1875 2097
1876 SceneObjectGroup copy = original.Copy(true); 2098 if (m_parentScene.Permissions.PropagatePermissions())
1877 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2099 {
2100 foreach (SceneObjectPart child in partList)
2101 {
2102 child.Inventory.ChangeInventoryOwner(AgentID);
2103 child.TriggerScriptChangedEvent(Changed.OWNER);
2104 child.ApplyNextOwnerPermissions();
2105 }
2106 }
2107 }
1878 2108
1879 if (original.OwnerID != AgentID) 2109 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1880 { 2110 Entities.Add(copy);
1881 copy.SetOwnerId(AgentID);
1882 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1883 2111
1884 SceneObjectPart[] partList = copy.Parts; 2112 lock (SceneObjectGroupsByFullID)
2113 SceneObjectGroupsByFullID[copy.UUID] = copy;
1885 2114
1886 if (m_parentScene.Permissions.PropagatePermissions()) 2115 SceneObjectPart[] children = copy.Parts;
2116
2117 lock (SceneObjectGroupsByFullPartID)
1887 { 2118 {
1888 foreach (SceneObjectPart child in partList) 2119 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1889 { 2120 foreach (SceneObjectPart part in children)
1890 child.Inventory.ChangeInventoryOwner(AgentID); 2121 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1891 child.TriggerScriptChangedEvent(Changed.OWNER);
1892 child.ApplyNextOwnerPermissions();
1893 }
1894 } 2122 }
1895 2123
1896 copy.RootPart.ObjectSaleType = 0; 2124 lock (SceneObjectGroupsByLocalPartID)
1897 copy.RootPart.SalePrice = 10; 2125 {
1898 } 2126 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2127 foreach (SceneObjectPart part in children)
2128 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2129 }
2130 // PROBABLE END OF FIXME
1899 2131
1900 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2132 // Since we copy from a source group that is in selected
1901 Entities.Add(copy); 2133 // state, but the copy is shown deselected in the viewer,
1902 2134 // We need to clear the selection flag here, else that
1903 lock (SceneObjectGroupsByFullID) 2135 // prim never gets persisted at all. The client doesn't
1904 SceneObjectGroupsByFullID[copy.UUID] = copy; 2136 // think it's selected, so it will never send a deselect...
1905 2137 copy.IsSelected = false;
1906 SceneObjectPart[] children = copy.Parts; 2138
1907 2139 m_numPrim += copy.Parts.Length;
1908 lock (SceneObjectGroupsByFullPartID) 2140
1909 { 2141 if (rot != Quaternion.Identity)
1910 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2142 {
1911 foreach (SceneObjectPart part in children) 2143 copy.UpdateGroupRotationR(rot);
1912 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2144 }
1913 }
1914
1915 lock (SceneObjectGroupsByLocalPartID)
1916 {
1917 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1918 foreach (SceneObjectPart part in children)
1919 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1920 }
1921 // PROBABLE END OF FIXME
1922
1923 // Since we copy from a source group that is in selected
1924 // state, but the copy is shown deselected in the viewer,
1925 // We need to clear the selection flag here, else that
1926 // prim never gets persisted at all. The client doesn't
1927 // think it's selected, so it will never send a deselect...
1928 copy.IsSelected = false;
1929
1930 m_numPrim += copy.Parts.Length;
1931
1932 if (rot != Quaternion.Identity)
1933 {
1934 copy.UpdateGroupRotationR(rot);
1935 }
1936 2145
1937 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2146 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1938 copy.HasGroupChanged = true; 2147 copy.HasGroupChanged = true;
1939 copy.ScheduleGroupForFullUpdate(); 2148 copy.ScheduleGroupForFullUpdate();
1940 copy.ResumeScripts(); 2149 copy.ResumeScripts();
1941 2150
1942 // required for physics to update it's position 2151 // required for physics to update it's position
1943 copy.AbsolutePosition = copy.AbsolutePosition; 2152 copy.AbsolutePosition = copy.AbsolutePosition;
1944 2153
1945 return copy; 2154 return copy;
2155 }
1946 } 2156 }
1947 finally 2157 else
1948 { 2158 {
1949 Monitor.Exit(m_updateLock); 2159 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1950 } 2160 }
2161
2162 return null;
1951 } 2163 }
1952 2164
1953 /// <summary>
1954 /// Calculates the distance between two Vector3s 2165 /// Calculates the distance between two Vector3s
1955 /// </summary> 2166 /// </summary>
1956 /// <param name="v1"></param> 2167 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 05bea8d..72d96d1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes
391 { 465 {
392 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 466 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
393 } 467 }
394 468
469
470
471 private struct avtocrossInfo
472 {
473 public ScenePresence av;
474 public uint ParentID;
475 }
476
395 /// <summary> 477 /// <summary>
396 /// The absolute position of this scene object in the scene 478 /// The absolute position of this scene object in the scene
397 /// </summary> 479 /// </summary>
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes
404 486
405 if (Scene != null) 487 if (Scene != null)
406 { 488 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 489 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 490 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
491 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
492 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
493 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 494 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 495 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 496 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
497 uint x = 0;
498 uint y = 0;
499 string version = String.Empty;
500 Vector3 newpos = Vector3.Zero;
501 OpenSim.Services.Interfaces.GridRegion destination = null;
502
503 bool canCross = true;
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 // We need to cross these agents. First, let's find
507 // out if any of them can't cross for some reason.
508 // We have to deny the crossing entirely if any
509 // of them are banned. Alternatively, we could
510 // unsit banned agents....
511
512
513 // We set the avatar position as being the object
514 // position to get the region to send to
515 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
516 {
517 canCross = false;
518 break;
519 }
520
521 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
522 }
523
524 if (canCross)
525 {
526 // We unparent the SP quietly so that it won't
527 // be made to stand up
528
529 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
530
531 foreach (ScenePresence av in m_linkedAvatars)
532 {
533 avtocrossInfo avinfo = new avtocrossInfo();
534 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
535 if (parentPart != null)
536 av.ParentUUID = parentPart.UUID;
537
538 avinfo.av = av;
539 avinfo.ParentID = av.ParentID;
540 avsToCross.Add(avinfo);
541
542 av.ParentID = 0;
543 }
544
545// m_linkedAvatars.Clear();
546 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
547
548 // Normalize
549 if (val.X >= Constants.RegionSize)
550 val.X -= Constants.RegionSize;
551 if (val.Y >= Constants.RegionSize)
552 val.Y -= Constants.RegionSize;
553 if (val.X < 0)
554 val.X += Constants.RegionSize;
555 if (val.Y < 0)
556 val.Y += Constants.RegionSize;
557
558 // If it's deleted, crossing was successful
559 if (IsDeleted)
560 {
561 // foreach (ScenePresence av in m_linkedAvatars)
562 foreach (avtocrossInfo avinfo in avsToCross)
563 {
564 ScenePresence av = avinfo.av;
565 if (!av.IsInTransit) // just in case...
566 {
567 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
568
569 av.IsInTransit = true;
570
571 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
572 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
573 }
574 else
575 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
576 }
577 avsToCross.Clear();
578 return;
579 }
580 else // cross failed, put avas back ??
581 {
582 foreach (avtocrossInfo avinfo in avsToCross)
583 {
584 ScenePresence av = avinfo.av;
585 av.ParentUUID = UUID.Zero;
586 av.ParentID = avinfo.ParentID;
587// m_linkedAvatars.Add(av);
588 }
589 }
590 avsToCross.Clear();
591
592 }
593 else if (RootPart.PhysActor != null)
594 {
595 RootPart.PhysActor.CrossingFailure();
596 }
597
598 Vector3 oldp = AbsolutePosition;
599 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
600 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
601 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 602 }
413 } 603 }
414 604
605/* don't see the need but worse don't see where is restored to false if things stay in
606 foreach (SceneObjectPart part in m_parts.GetArray())
607 {
608 part.IgnoreUndoUpdate = true;
609 }
610 */
415 if (RootPart.GetStatusSandbox()) 611 if (RootPart.GetStatusSandbox())
416 { 612 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 613 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 621 return;
426 } 622 }
427 } 623 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 624 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 625 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 626 if (m_dupeInProgress)
627 triggerScriptEvent = false;
628 foreach (SceneObjectPart part in parts)
629 {
630 part.GroupPosition = val;
631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 }
634 if (!m_dupeInProgress)
635 {
636 foreach (ScenePresence av in m_linkedAvatars)
637 {
638 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
639 if (p != null && m_parts.TryGetValue(p.UUID, out p))
640 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents();
645 }
646 }
647 }
432 648
433 //if (m_rootPart.PhysActor != null) 649 //if (m_rootPart.PhysActor != null)
434 //{ 650 //{
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes
443 } 659 }
444 } 660 }
445 661
662 public override Vector3 Velocity
663 {
664 get { return RootPart.Velocity; }
665 set { RootPart.Velocity = value; }
666 }
667
668 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
669 {
670 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
671 ScenePresence agent = icon.EndInvoke(iar);
672
673 //// If the cross was successful, this agent is a child agent
674 if (agent.IsChildAgent)
675 {
676 if (agent.ParentUUID != UUID.Zero)
677 {
678 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero;
681 }
682 }
683
684 agent.ParentUUID = UUID.Zero;
685
686// agent.Reset();
687// else // Not successful
688// agent.RestoreInCurrentScene();
689
690 // In any case
691 agent.IsInTransit = false;
692
693 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
694 }
695
446 public override uint LocalId 696 public override uint LocalId
447 { 697 {
448 get { return m_rootPart.LocalId; } 698 get { return m_rootPart.LocalId; }
@@ -524,6 +774,11 @@ namespace OpenSim.Region.Framework.Scenes
524 m_isSelected = value; 774 m_isSelected = value;
525 // Tell physics engine that group is selected 775 // Tell physics engine that group is selected
526 776
777 // this is not right
778 // but ode engines should only really need to know about root part
779 // so they can put entire object simulation on hold and not colliding
780 // keep as was for now
781
527 PhysicsActor pa = m_rootPart.PhysActor; 782 PhysicsActor pa = m_rootPart.PhysActor;
528 if (pa != null) 783 if (pa != null)
529 { 784 {
@@ -540,6 +795,42 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 795 childPa.Selected = value;
541 } 796 }
542 } 797 }
798 if (RootPart.KeyframeMotion != null)
799 RootPart.KeyframeMotion.Selected = value;
800 }
801 }
802
803 public void PartSelectChanged(bool partSelect)
804 {
805 // any part selected makes group selected
806 if (m_isSelected == partSelect)
807 return;
808
809 if (partSelect)
810 {
811 IsSelected = partSelect;
812// if (!IsAttachment)
813// ScheduleGroupForFullUpdate();
814 }
815 else
816 {
817 // bad bad bad 2 heavy for large linksets
818 // since viewer does send lot of (un)selects
819 // this needs to be replaced by a specific list or count ?
820 // but that will require extra code in several places
821
822 SceneObjectPart[] parts = m_parts.GetArray();
823 for (int i = 0; i < parts.Length; i++)
824 {
825 SceneObjectPart part = parts[i];
826 if (part.IsSelected)
827 return;
828 }
829 IsSelected = partSelect;
830 if (!IsAttachment)
831 {
832 ScheduleGroupForFullUpdate();
833 }
543 } 834 }
544 } 835 }
545 836
@@ -617,6 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
617 /// </summary> 908 /// </summary>
618 public SceneObjectGroup() 909 public SceneObjectGroup()
619 { 910 {
911
620 } 912 }
621 913
622 /// <summary> 914 /// <summary>
@@ -633,7 +925,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// Constructor. This object is added to the scene later via AttachToScene() 925 /// Constructor. This object is added to the scene later via AttachToScene()
634 /// </summary> 926 /// </summary>
635 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 927 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
636 { 928 {
637 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 929 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
638 } 930 }
639 931
@@ -669,6 +961,9 @@ namespace OpenSim.Region.Framework.Scenes
669 /// </summary> 961 /// </summary>
670 public virtual void AttachToBackup() 962 public virtual void AttachToBackup()
671 { 963 {
964 if (IsAttachment) return;
965 m_scene.SceneGraph.FireAttachToBackup(this);
966
672 if (InSceneBackup) 967 if (InSceneBackup)
673 { 968 {
674 //m_log.DebugFormat( 969 //m_log.DebugFormat(
@@ -711,6 +1006,13 @@ namespace OpenSim.Region.Framework.Scenes
711 1006
712 ApplyPhysics(); 1007 ApplyPhysics();
713 1008
1009 if (RootPart.PhysActor != null)
1010 RootPart.Force = RootPart.Force;
1011 if (RootPart.PhysActor != null)
1012 RootPart.Torque = RootPart.Torque;
1013 if (RootPart.PhysActor != null)
1014 RootPart.Buoyancy = RootPart.Buoyancy;
1015
714 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1016 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
715 // for the same object with very different properties. The caller must schedule the update. 1017 // for the same object with very different properties. The caller must schedule the update.
716 //ScheduleGroupForFullUpdate(); 1018 //ScheduleGroupForFullUpdate();
@@ -726,6 +1028,10 @@ namespace OpenSim.Region.Framework.Scenes
726 EntityIntersection result = new EntityIntersection(); 1028 EntityIntersection result = new EntityIntersection();
727 1029
728 SceneObjectPart[] parts = m_parts.GetArray(); 1030 SceneObjectPart[] parts = m_parts.GetArray();
1031
1032 // Find closest hit here
1033 float idist = float.MaxValue;
1034
729 for (int i = 0; i < parts.Length; i++) 1035 for (int i = 0; i < parts.Length; i++)
730 { 1036 {
731 SceneObjectPart part = parts[i]; 1037 SceneObjectPart part = parts[i];
@@ -740,11 +1046,6 @@ namespace OpenSim.Region.Framework.Scenes
740 1046
741 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1047 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
742 1048
743 // This may need to be updated to the maximum draw distance possible..
744 // We might (and probably will) be checking for prim creation from other sims
745 // when the camera crosses the border.
746 float idist = Constants.RegionSize;
747
748 if (inter.HitTF) 1049 if (inter.HitTF)
749 { 1050 {
750 // We need to find the closest prim to return to the testcaller along the ray 1051 // We need to find the closest prim to return to the testcaller along the ray
@@ -755,10 +1056,11 @@ namespace OpenSim.Region.Framework.Scenes
755 result.obj = part; 1056 result.obj = part;
756 result.normal = inter.normal; 1057 result.normal = inter.normal;
757 result.distance = inter.distance; 1058 result.distance = inter.distance;
1059
1060 idist = inter.distance;
758 } 1061 }
759 } 1062 }
760 } 1063 }
761
762 return result; 1064 return result;
763 } 1065 }
764 1066
@@ -770,25 +1072,27 @@ namespace OpenSim.Region.Framework.Scenes
770 /// <returns></returns> 1072 /// <returns></returns>
771 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1073 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
772 { 1074 {
773 maxX = -256f; 1075 maxX = float.MinValue;
774 maxY = -256f; 1076 maxY = float.MinValue;
775 maxZ = -256f; 1077 maxZ = float.MinValue;
776 minX = 256f; 1078 minX = float.MaxValue;
777 minY = 256f; 1079 minY = float.MaxValue;
778 minZ = 8192f; 1080 minZ = float.MaxValue;
779 1081
780 SceneObjectPart[] parts = m_parts.GetArray(); 1082 SceneObjectPart[] parts = m_parts.GetArray();
781 for (int i = 0; i < parts.Length; i++) 1083 foreach (SceneObjectPart part in parts)
782 { 1084 {
783 SceneObjectPart part = parts[i];
784
785 Vector3 worldPos = part.GetWorldPosition(); 1085 Vector3 worldPos = part.GetWorldPosition();
786 Vector3 offset = worldPos - AbsolutePosition; 1086 Vector3 offset = worldPos - AbsolutePosition;
787 Quaternion worldRot; 1087 Quaternion worldRot;
788 if (part.ParentID == 0) 1088 if (part.ParentID == 0)
1089 {
789 worldRot = part.RotationOffset; 1090 worldRot = part.RotationOffset;
1091 }
790 else 1092 else
1093 {
791 worldRot = part.GetWorldRotation(); 1094 worldRot = part.GetWorldRotation();
1095 }
792 1096
793 Vector3 frontTopLeft; 1097 Vector3 frontTopLeft;
794 Vector3 frontTopRight; 1098 Vector3 frontTopRight;
@@ -800,6 +1104,8 @@ namespace OpenSim.Region.Framework.Scenes
800 Vector3 backBottomLeft; 1104 Vector3 backBottomLeft;
801 Vector3 backBottomRight; 1105 Vector3 backBottomRight;
802 1106
1107 // Vector3[] corners = new Vector3[8];
1108
803 Vector3 orig = Vector3.Zero; 1109 Vector3 orig = Vector3.Zero;
804 1110
805 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1111 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -834,6 +1140,38 @@ namespace OpenSim.Region.Framework.Scenes
834 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1140 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
835 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1141 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
836 1142
1143
1144
1145 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1146 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1147 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1148 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1149 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1150 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1151 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1152 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1153
1154 //for (int i = 0; i < 8; i++)
1155 //{
1156 // corners[i] = corners[i] * worldRot;
1157 // corners[i] += offset;
1158
1159 // if (corners[i].X > maxX)
1160 // maxX = corners[i].X;
1161 // if (corners[i].X < minX)
1162 // minX = corners[i].X;
1163
1164 // if (corners[i].Y > maxY)
1165 // maxY = corners[i].Y;
1166 // if (corners[i].Y < minY)
1167 // minY = corners[i].Y;
1168
1169 // if (corners[i].Z > maxZ)
1170 // maxZ = corners[i].Y;
1171 // if (corners[i].Z < minZ)
1172 // minZ = corners[i].Z;
1173 //}
1174
837 frontTopLeft = frontTopLeft * worldRot; 1175 frontTopLeft = frontTopLeft * worldRot;
838 frontTopRight = frontTopRight * worldRot; 1176 frontTopRight = frontTopRight * worldRot;
839 frontBottomLeft = frontBottomLeft * worldRot; 1177 frontBottomLeft = frontBottomLeft * worldRot;
@@ -855,6 +1193,15 @@ namespace OpenSim.Region.Framework.Scenes
855 backTopLeft += offset; 1193 backTopLeft += offset;
856 backTopRight += offset; 1194 backTopRight += offset;
857 1195
1196 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1197 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1198 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1199 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1200 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1201 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1202 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1203 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1204
858 if (frontTopRight.X > maxX) 1205 if (frontTopRight.X > maxX)
859 maxX = frontTopRight.X; 1206 maxX = frontTopRight.X;
860 if (frontTopLeft.X > maxX) 1207 if (frontTopLeft.X > maxX)
@@ -998,17 +1345,118 @@ namespace OpenSim.Region.Framework.Scenes
998 1345
999 #endregion 1346 #endregion
1000 1347
1348 public void GetResourcesCosts(SceneObjectPart apart,
1349 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1350 {
1351 // this information may need to be cached
1352
1353 float cost;
1354 float tmpcost;
1355
1356 bool ComplexCost = false;
1357
1358 SceneObjectPart p;
1359 SceneObjectPart[] parts;
1360
1361 lock (m_parts)
1362 {
1363 parts = m_parts.GetArray();
1364 }
1365
1366 int nparts = parts.Length;
1367
1368
1369 for (int i = 0; i < nparts; i++)
1370 {
1371 p = parts[i];
1372
1373 if (p.UsesComplexCost)
1374 {
1375 ComplexCost = true;
1376 break;
1377 }
1378 }
1379
1380 if (ComplexCost)
1381 {
1382 linksetResCost = 0;
1383 linksetPhysCost = 0;
1384 partCost = 0;
1385 partPhysCost = 0;
1386
1387 for (int i = 0; i < nparts; i++)
1388 {
1389 p = parts[i];
1390
1391 cost = p.StreamingCost;
1392 tmpcost = p.SimulationCost;
1393 if (tmpcost > cost)
1394 cost = tmpcost;
1395 tmpcost = p.PhysicsCost;
1396 if (tmpcost > cost)
1397 cost = tmpcost;
1398
1399 linksetPhysCost += tmpcost;
1400 linksetResCost += cost;
1401
1402 if (p == apart)
1403 {
1404 partCost = cost;
1405 partPhysCost = tmpcost;
1406 }
1407 }
1408 }
1409 else
1410 {
1411 partPhysCost = 1.0f;
1412 partCost = 1.0f;
1413 linksetResCost = (float)nparts;
1414 linksetPhysCost = linksetResCost;
1415 }
1416 }
1417
1418 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1419 {
1420 SceneObjectPart p;
1421 SceneObjectPart[] parts;
1422
1423 lock (m_parts)
1424 {
1425 parts = m_parts.GetArray();
1426 }
1427
1428 int nparts = parts.Length;
1429
1430 PhysCost = 0;
1431 StreamCost = 0;
1432 SimulCost = 0;
1433
1434 for (int i = 0; i < nparts; i++)
1435 {
1436 p = parts[i];
1437
1438 StreamCost += p.StreamingCost;
1439 SimulCost += p.SimulationCost;
1440 PhysCost += p.PhysicsCost;
1441 }
1442 }
1443
1001 public void SaveScriptedState(XmlTextWriter writer) 1444 public void SaveScriptedState(XmlTextWriter writer)
1002 { 1445 {
1446 SaveScriptedState(writer, false);
1447 }
1448
1449 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1450 {
1003 XmlDocument doc = new XmlDocument(); 1451 XmlDocument doc = new XmlDocument();
1004 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1452 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1005 1453
1006 SceneObjectPart[] parts = m_parts.GetArray(); 1454 SceneObjectPart[] parts = m_parts.GetArray();
1007 for (int i = 0; i < parts.Length; i++) 1455 for (int i = 0; i < parts.Length; i++)
1008 { 1456 {
1009 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1457 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1010 foreach (KeyValuePair<UUID, string> kvp in pstates) 1458 foreach (KeyValuePair<UUID, string> kvp in pstates)
1011 states.Add(kvp.Key, kvp.Value); 1459 states[kvp.Key] = kvp.Value;
1012 } 1460 }
1013 1461
1014 if (states.Count > 0) 1462 if (states.Count > 0)
@@ -1028,6 +1476,169 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1476 }
1029 1477
1030 /// <summary> 1478 /// <summary>
1479 /// Add the avatar to this linkset (avatar is sat).
1480 /// </summary>
1481 /// <param name="agentID"></param>
1482 public void AddAvatar(UUID agentID)
1483 {
1484 ScenePresence presence;
1485 if (m_scene.TryGetScenePresence(agentID, out presence))
1486 {
1487 if (!m_linkedAvatars.Contains(presence))
1488 {
1489 m_linkedAvatars.Add(presence);
1490 }
1491 }
1492 }
1493
1494 /// <summary>
1495 /// Delete the avatar from this linkset (avatar is unsat).
1496 /// </summary>
1497 /// <param name="agentID"></param>
1498 public void DeleteAvatar(UUID agentID)
1499 {
1500 ScenePresence presence;
1501 if (m_scene.TryGetScenePresence(agentID, out presence))
1502 {
1503 if (m_linkedAvatars.Contains(presence))
1504 {
1505 m_linkedAvatars.Remove(presence);
1506 }
1507 }
1508 }
1509
1510 /// <summary>
1511 /// Returns the list of linked presences (avatars sat on this group)
1512 /// </summary>
1513 /// <param name="agentID"></param>
1514 public List<ScenePresence> GetLinkedAvatars()
1515 {
1516 return m_linkedAvatars;
1517 }
1518
1519 /// <summary>
1520 /// Attach this scene object to the given avatar.
1521 /// </summary>
1522 /// <param name="agentID"></param>
1523 /// <param name="attachmentpoint"></param>
1524 /// <param name="AttachOffset"></param>
1525 private void AttachToAgent(
1526 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1527 {
1528 if (avatar != null)
1529 {
1530 // don't attach attachments to child agents
1531 if (avatar.IsChildAgent) return;
1532
1533 // Remove from database and parcel prim count
1534 m_scene.DeleteFromStorage(so.UUID);
1535 m_scene.EventManager.TriggerParcelPrimCountTainted();
1536
1537 so.AttachedAvatar = avatar.UUID;
1538
1539 if (so.RootPart.PhysActor != null)
1540 {
1541 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1542 so.RootPart.PhysActor = null;
1543 }
1544
1545 so.AbsolutePosition = attachOffset;
1546 so.RootPart.AttachedPos = attachOffset;
1547 so.IsAttachment = true;
1548 so.RootPart.SetParentLocalId(avatar.LocalId);
1549 so.AttachmentPoint = attachmentpoint;
1550
1551 avatar.AddAttachment(this);
1552
1553 if (!silent)
1554 {
1555 // Killing it here will cause the client to deselect it
1556 // It then reappears on the avatar, deselected
1557 // through the full update below
1558 //
1559 if (IsSelected)
1560 {
1561 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1562 }
1563
1564 IsSelected = false; // fudge....
1565 ScheduleGroupForFullUpdate();
1566 }
1567 }
1568 else
1569 {
1570 m_log.WarnFormat(
1571 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1572 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1573 }
1574 }
1575
1576 public byte GetAttachmentPoint()
1577 {
1578 return m_rootPart.Shape.State;
1579 }
1580
1581 public void DetachToGround()
1582 {
1583 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1584 if (avatar == null)
1585 return;
1586
1587 avatar.RemoveAttachment(this);
1588
1589 Vector3 detachedpos = new Vector3(127f,127f,127f);
1590 if (avatar == null)
1591 return;
1592
1593 detachedpos = avatar.AbsolutePosition;
1594 FromItemID = UUID.Zero;
1595
1596 AbsolutePosition = detachedpos;
1597 AttachedAvatar = UUID.Zero;
1598
1599 //SceneObjectPart[] parts = m_parts.GetArray();
1600 //for (int i = 0; i < parts.Length; i++)
1601 // parts[i].AttachedAvatar = UUID.Zero;
1602
1603 m_rootPart.SetParentLocalId(0);
1604 AttachmentPoint = (byte)0;
1605 // must check if buildind should be true or false here
1606 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1607 HasGroupChanged = true;
1608 RootPart.Rezzed = DateTime.Now;
1609 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1610 AttachToBackup();
1611 m_scene.EventManager.TriggerParcelPrimCountTainted();
1612 m_rootPart.ScheduleFullUpdate();
1613 m_rootPart.ClearUndoState();
1614 }
1615
1616 public void DetachToInventoryPrep()
1617 {
1618 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1619 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1620 if (avatar != null)
1621 {
1622 //detachedpos = avatar.AbsolutePosition;
1623 avatar.RemoveAttachment(this);
1624 }
1625
1626 AttachedAvatar = UUID.Zero;
1627
1628 /*SceneObjectPart[] parts = m_parts.GetArray();
1629 for (int i = 0; i < parts.Length; i++)
1630 parts[i].AttachedAvatar = UUID.Zero;*/
1631
1632 m_rootPart.SetParentLocalId(0);
1633 //m_rootPart.SetAttachmentPoint((byte)0);
1634 IsAttachment = false;
1635 AbsolutePosition = m_rootPart.AttachedPos;
1636 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1637 //AttachToBackup();
1638 //m_rootPart.ScheduleFullUpdate();
1639 }
1640
1641 /// <summary>
1031 /// 1642 ///
1032 /// </summary> 1643 /// </summary>
1033 /// <param name="part"></param> 1644 /// <param name="part"></param>
@@ -1077,7 +1688,10 @@ namespace OpenSim.Region.Framework.Scenes
1077 public void AddPart(SceneObjectPart part) 1688 public void AddPart(SceneObjectPart part)
1078 { 1689 {
1079 part.SetParent(this); 1690 part.SetParent(this);
1080 part.LinkNum = m_parts.Add(part.UUID, part); 1691 m_parts.Add(part.UUID, part);
1692
1693 part.LinkNum = m_parts.Count;
1694
1081 if (part.LinkNum == 2) 1695 if (part.LinkNum == 2)
1082 RootPart.LinkNum = 1; 1696 RootPart.LinkNum = 1;
1083 } 1697 }
@@ -1165,7 +1779,7 @@ namespace OpenSim.Region.Framework.Scenes
1165// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1779// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1166// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1780// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1167 1781
1168 part.StoreUndoState(); 1782// part.StoreUndoState();
1169 part.OnGrab(offsetPos, remoteClient); 1783 part.OnGrab(offsetPos, remoteClient);
1170 } 1784 }
1171 1785
@@ -1185,6 +1799,11 @@ namespace OpenSim.Region.Framework.Scenes
1185 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1799 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1186 public void DeleteGroupFromScene(bool silent) 1800 public void DeleteGroupFromScene(bool silent)
1187 { 1801 {
1802 // We need to keep track of this state in case this group is still queued for backup.
1803 IsDeleted = true;
1804
1805 DetachFromBackup();
1806
1188 SceneObjectPart[] parts = m_parts.GetArray(); 1807 SceneObjectPart[] parts = m_parts.GetArray();
1189 for (int i = 0; i < parts.Length; i++) 1808 for (int i = 0; i < parts.Length; i++)
1190 { 1809 {
@@ -1200,13 +1819,14 @@ namespace OpenSim.Region.Framework.Scenes
1200 part.ClearUpdateSchedule(); 1819 part.ClearUpdateSchedule();
1201 if (part == m_rootPart) 1820 if (part == m_rootPart)
1202 { 1821 {
1203 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1822 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1204 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1823 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1205 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1824 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1206 } 1825 }
1207 } 1826 }
1208 }); 1827 });
1209 } 1828 }
1829
1210 } 1830 }
1211 1831
1212 public void AddScriptLPS(int count) 1832 public void AddScriptLPS(int count)
@@ -1276,28 +1896,43 @@ namespace OpenSim.Region.Framework.Scenes
1276 /// </summary> 1896 /// </summary>
1277 public void ApplyPhysics() 1897 public void ApplyPhysics()
1278 { 1898 {
1279 // Apply physics to the root prim
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1281
1282 // Apply physics to child prims
1283 SceneObjectPart[] parts = m_parts.GetArray(); 1899 SceneObjectPart[] parts = m_parts.GetArray();
1284 if (parts.Length > 1) 1900 if (parts.Length > 1)
1285 { 1901 {
1902 ResetChildPrimPhysicsPositions();
1903
1904 // Apply physics to the root prim
1905 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1906
1907
1286 for (int i = 0; i < parts.Length; i++) 1908 for (int i = 0; i < parts.Length; i++)
1287 { 1909 {
1288 SceneObjectPart part = parts[i]; 1910 SceneObjectPart part = parts[i];
1289 if (part.LocalId != m_rootPart.LocalId) 1911 if (part.LocalId != m_rootPart.LocalId)
1290 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1912 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1291 } 1913 }
1292
1293 // Hack to get the physics scene geometries in the right spot 1914 // Hack to get the physics scene geometries in the right spot
1294 ResetChildPrimPhysicsPositions(); 1915// ResetChildPrimPhysicsPositions();
1916 if (m_rootPart.PhysActor != null)
1917 {
1918 m_rootPart.PhysActor.Building = false;
1919 }
1920 }
1921 else
1922 {
1923 // Apply physics to the root prim
1924 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1295 } 1925 }
1296 } 1926 }
1297 1927
1298 public void SetOwnerId(UUID userId) 1928 public void SetOwnerId(UUID userId)
1299 { 1929 {
1300 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1930 ForEachPart(delegate(SceneObjectPart part)
1931 {
1932
1933 part.OwnerID = userId;
1934
1935 });
1301 } 1936 }
1302 1937
1303 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1938 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1329,11 +1964,17 @@ namespace OpenSim.Region.Framework.Scenes
1329 return; 1964 return;
1330 } 1965 }
1331 1966
1967 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1968 return;
1969
1332 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1970 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1333 // any exception propogate upwards. 1971 // any exception propogate upwards.
1334 try 1972 try
1335 { 1973 {
1336 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1974 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1975 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1976 m_scene.LoadingPrims) // Land may not be valid yet
1977
1337 { 1978 {
1338 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1979 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1339 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1980 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1360,6 +2001,7 @@ namespace OpenSim.Region.Framework.Scenes
1360 } 2001 }
1361 } 2002 }
1362 } 2003 }
2004
1363 } 2005 }
1364 2006
1365 if (m_scene.UseBackup && HasGroupChanged) 2007 if (m_scene.UseBackup && HasGroupChanged)
@@ -1367,10 +2009,30 @@ namespace OpenSim.Region.Framework.Scenes
1367 // don't backup while it's selected or you're asking for changes mid stream. 2009 // don't backup while it's selected or you're asking for changes mid stream.
1368 if (isTimeToPersist() || forcedBackup) 2010 if (isTimeToPersist() || forcedBackup)
1369 { 2011 {
2012 if (m_rootPart.PhysActor != null &&
2013 (!m_rootPart.PhysActor.IsPhysical))
2014 {
2015 // Possible ghost prim
2016 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2017 {
2018 foreach (SceneObjectPart part in m_parts.GetArray())
2019 {
2020 // Re-set physics actor positions and
2021 // orientations
2022 part.GroupPosition = m_rootPart.GroupPosition;
2023 }
2024 }
2025 }
1370// m_log.DebugFormat( 2026// m_log.DebugFormat(
1371// "[SCENE]: Storing {0}, {1} in {2}", 2027// "[SCENE]: Storing {0}, {1} in {2}",
1372// Name, UUID, m_scene.RegionInfo.RegionName); 2028// Name, UUID, m_scene.RegionInfo.RegionName);
1373 2029
2030 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2031 {
2032 RootPart.Shape.State = 0;
2033 ScheduleGroupForFullUpdate();
2034 }
2035
1374 SceneObjectGroup backup_group = Copy(false); 2036 SceneObjectGroup backup_group = Copy(false);
1375 backup_group.RootPart.Velocity = RootPart.Velocity; 2037 backup_group.RootPart.Velocity = RootPart.Velocity;
1376 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2038 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1384,6 +2046,11 @@ namespace OpenSim.Region.Framework.Scenes
1384 2046
1385 backup_group.ForEachPart(delegate(SceneObjectPart part) 2047 backup_group.ForEachPart(delegate(SceneObjectPart part)
1386 { 2048 {
2049 if (part.KeyframeMotion != null)
2050 {
2051 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2052 part.KeyframeMotion.UpdateSceneObject(this);
2053 }
1387 part.Inventory.ProcessInventoryBackup(datastore); 2054 part.Inventory.ProcessInventoryBackup(datastore);
1388 }); 2055 });
1389 2056
@@ -1436,10 +2103,14 @@ namespace OpenSim.Region.Framework.Scenes
1436 /// <returns></returns> 2103 /// <returns></returns>
1437 public SceneObjectGroup Copy(bool userExposed) 2104 public SceneObjectGroup Copy(bool userExposed)
1438 { 2105 {
2106 m_dupeInProgress = true;
1439 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2107 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1440 dupe.m_isBackedUp = false; 2108 dupe.m_isBackedUp = false;
1441 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2109 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1442 2110
2111 // new group as no sitting avatars
2112 dupe.m_linkedAvatars = new List<ScenePresence>();
2113
1443 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2114 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1444 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2115 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1445 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2116 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1450,7 +2121,7 @@ namespace OpenSim.Region.Framework.Scenes
1450 // This is only necessary when userExposed is false! 2121 // This is only necessary when userExposed is false!
1451 2122
1452 bool previousAttachmentStatus = dupe.IsAttachment; 2123 bool previousAttachmentStatus = dupe.IsAttachment;
1453 2124
1454 if (!userExposed) 2125 if (!userExposed)
1455 dupe.IsAttachment = true; 2126 dupe.IsAttachment = true;
1456 2127
@@ -1468,11 +2139,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 dupe.m_rootPart.TrimPermissions(); 2139 dupe.m_rootPart.TrimPermissions();
1469 2140
1470 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2141 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1471 2142
1472 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2143 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1473 { 2144 {
1474 return p1.LinkNum.CompareTo(p2.LinkNum); 2145 return p1.LinkNum.CompareTo(p2.LinkNum);
1475 } 2146 }
1476 ); 2147 );
1477 2148
1478 foreach (SceneObjectPart part in partList) 2149 foreach (SceneObjectPart part in partList)
@@ -1482,41 +2153,53 @@ namespace OpenSim.Region.Framework.Scenes
1482 { 2153 {
1483 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2154 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1484 newPart.LinkNum = part.LinkNum; 2155 newPart.LinkNum = part.LinkNum;
1485 } 2156 if (userExposed)
2157 newPart.ParentID = dupe.m_rootPart.LocalId;
2158 }
1486 else 2159 else
1487 { 2160 {
1488 newPart = dupe.m_rootPart; 2161 newPart = dupe.m_rootPart;
1489 } 2162 }
2163/*
2164 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2165 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1490 2166
1491 // Need to duplicate the physics actor as well 2167 // Need to duplicate the physics actor as well
1492 PhysicsActor originalPartPa = part.PhysActor; 2168 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1493 if (originalPartPa != null && userExposed)
1494 { 2169 {
1495 PrimitiveBaseShape pbs = newPart.Shape; 2170 PrimitiveBaseShape pbs = newPart.Shape;
1496
1497 newPart.PhysActor 2171 newPart.PhysActor
1498 = m_scene.PhysicsScene.AddPrimShape( 2172 = m_scene.PhysicsScene.AddPrimShape(
1499 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2173 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1500 pbs, 2174 pbs,
1501 newPart.AbsolutePosition, 2175 newPart.AbsolutePosition,
1502 newPart.Scale, 2176 newPart.Scale,
1503 newPart.RotationOffset, 2177 newPart.GetWorldRotation(),
1504 originalPartPa.IsPhysical, 2178 isphys,
2179 isphan,
1505 newPart.LocalId); 2180 newPart.LocalId);
1506 2181
1507 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2182 newPart.DoPhysicsPropertyUpdate(isphys, true);
1508 } 2183 */
2184 if (userExposed)
2185 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2186// }
1509 } 2187 }
1510 2188
1511 if (userExposed) 2189 if (userExposed)
1512 { 2190 {
1513 dupe.UpdateParentIDs(); 2191// done above dupe.UpdateParentIDs();
2192
2193 if (dupe.m_rootPart.PhysActor != null)
2194 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2195
1514 dupe.HasGroupChanged = true; 2196 dupe.HasGroupChanged = true;
1515 dupe.AttachToBackup(); 2197 dupe.AttachToBackup();
1516 2198
1517 ScheduleGroupForFullUpdate(); 2199 ScheduleGroupForFullUpdate();
1518 } 2200 }
1519 2201
2202 m_dupeInProgress = false;
1520 return dupe; 2203 return dupe;
1521 } 2204 }
1522 2205
@@ -1528,11 +2211,24 @@ namespace OpenSim.Region.Framework.Scenes
1528 /// <param name="cGroupID"></param> 2211 /// <param name="cGroupID"></param>
1529 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2212 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1530 { 2213 {
1531 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2214 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2215 // give newpart a new local ID lettng old part keep same
2216 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2217 newpart.LocalId = m_scene.AllocateLocalId();
2218
2219 SetRootPart(newpart);
2220 if (userExposed)
2221 RootPart.Velocity = Vector3.Zero; // In case source is moving
1532 } 2222 }
1533 2223
1534 public void ScriptSetPhysicsStatus(bool usePhysics) 2224 public void ScriptSetPhysicsStatus(bool usePhysics)
1535 { 2225 {
2226 if (usePhysics)
2227 {
2228 if (RootPart.KeyframeMotion != null)
2229 RootPart.KeyframeMotion.Stop();
2230 RootPart.KeyframeMotion = null;
2231 }
1536 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2232 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1537 } 2233 }
1538 2234
@@ -1580,13 +2276,14 @@ namespace OpenSim.Region.Framework.Scenes
1580 2276
1581 if (pa != null) 2277 if (pa != null)
1582 { 2278 {
1583 pa.AddForce(impulse, true); 2279 // false to be applied as a impulse
2280 pa.AddForce(impulse, false);
1584 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2281 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1585 } 2282 }
1586 } 2283 }
1587 } 2284 }
1588 2285
1589 public void applyAngularImpulse(Vector3 impulse) 2286 public void ApplyAngularImpulse(Vector3 impulse)
1590 { 2287 {
1591 PhysicsActor pa = RootPart.PhysActor; 2288 PhysicsActor pa = RootPart.PhysActor;
1592 2289
@@ -1594,21 +2291,8 @@ namespace OpenSim.Region.Framework.Scenes
1594 { 2291 {
1595 if (!IsAttachment) 2292 if (!IsAttachment)
1596 { 2293 {
1597 pa.AddAngularForce(impulse, true); 2294 // false to be applied as a impulse
1598 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2295 pa.AddAngularForce(impulse, false);
1599 }
1600 }
1601 }
1602
1603 public void setAngularImpulse(Vector3 impulse)
1604 {
1605 PhysicsActor pa = RootPart.PhysActor;
1606
1607 if (pa != null)
1608 {
1609 if (!IsAttachment)
1610 {
1611 pa.Torque = impulse;
1612 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2296 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1613 } 2297 }
1614 } 2298 }
@@ -1616,20 +2300,10 @@ namespace OpenSim.Region.Framework.Scenes
1616 2300
1617 public Vector3 GetTorque() 2301 public Vector3 GetTorque()
1618 { 2302 {
1619 PhysicsActor pa = RootPart.PhysActor; 2303 return RootPart.Torque;
1620
1621 if (pa != null)
1622 {
1623 if (!IsAttachment)
1624 {
1625 Vector3 torque = pa.Torque;
1626 return torque;
1627 }
1628 }
1629
1630 return Vector3.Zero;
1631 } 2304 }
1632 2305
2306 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1633 public void moveToTarget(Vector3 target, float tau) 2307 public void moveToTarget(Vector3 target, float tau)
1634 { 2308 {
1635 if (IsAttachment) 2309 if (IsAttachment)
@@ -1661,6 +2335,46 @@ namespace OpenSim.Region.Framework.Scenes
1661 pa.PIDActive = false; 2335 pa.PIDActive = false;
1662 } 2336 }
1663 2337
2338 public void rotLookAt(Quaternion target, float strength, float damping)
2339 {
2340 SceneObjectPart rootpart = m_rootPart;
2341 if (rootpart != null)
2342 {
2343 if (IsAttachment)
2344 {
2345 /*
2346 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2347 if (avatar != null)
2348 {
2349 Rotate the Av?
2350 } */
2351 }
2352 else
2353 {
2354 if (rootpart.PhysActor != null)
2355 { // APID must be implemented in your physics system for this to function.
2356 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2357 rootpart.PhysActor.APIDStrength = strength;
2358 rootpart.PhysActor.APIDDamping = damping;
2359 rootpart.PhysActor.APIDActive = true;
2360 }
2361 }
2362 }
2363 }
2364
2365 public void stopLookAt()
2366 {
2367 SceneObjectPart rootpart = m_rootPart;
2368 if (rootpart != null)
2369 {
2370 if (rootpart.PhysActor != null)
2371 { // APID must be implemented in your physics system for this to function.
2372 rootpart.PhysActor.APIDActive = false;
2373 }
2374 }
2375
2376 }
2377
1664 /// <summary> 2378 /// <summary>
1665 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2379 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1666 /// </summary> 2380 /// </summary>
@@ -1677,7 +2391,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 2391 {
1678 pa.PIDHoverHeight = height; 2392 pa.PIDHoverHeight = height;
1679 pa.PIDHoverType = hoverType; 2393 pa.PIDHoverType = hoverType;
1680 pa.PIDTau = tau; 2394 pa.PIDHoverTau = tau;
1681 pa.PIDHoverActive = true; 2395 pa.PIDHoverActive = true;
1682 } 2396 }
1683 else 2397 else
@@ -1717,7 +2431,12 @@ namespace OpenSim.Region.Framework.Scenes
1717 /// <param name="cGroupID"></param> 2431 /// <param name="cGroupID"></param>
1718 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2432 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1719 { 2433 {
1720 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2434 // give new ID to the new part, letting old keep original
2435 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2436 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2437 newPart.LocalId = m_scene.AllocateLocalId();
2438 newPart.SetParent(this);
2439
1721 AddPart(newPart); 2440 AddPart(newPart);
1722 2441
1723 SetPartAsNonRoot(newPart); 2442 SetPartAsNonRoot(newPart);
@@ -1846,11 +2565,11 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// Immediately send a full update for this scene object. 2565 /// Immediately send a full update for this scene object.
1847 /// </summary> 2566 /// </summary>
1848 public void SendGroupFullUpdate() 2567 public void SendGroupFullUpdate()
1849 { 2568 {
1850 if (IsDeleted) 2569 if (IsDeleted)
1851 return; 2570 return;
1852 2571
1853// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2572// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1854 2573
1855 RootPart.SendFullUpdateToAllClients(); 2574 RootPart.SendFullUpdateToAllClients();
1856 2575
@@ -1984,6 +2703,11 @@ namespace OpenSim.Region.Framework.Scenes
1984 2703
1985 SceneObjectPart linkPart = objectGroup.m_rootPart; 2704 SceneObjectPart linkPart = objectGroup.m_rootPart;
1986 2705
2706 if (m_rootPart.PhysActor != null)
2707 m_rootPart.PhysActor.Building = true;
2708 if (linkPart.PhysActor != null)
2709 linkPart.PhysActor.Building = true;
2710
1987 // physics flags from group to be applied to linked parts 2711 // physics flags from group to be applied to linked parts
1988 bool grpusephys = UsesPhysics; 2712 bool grpusephys = UsesPhysics;
1989 bool grptemporary = IsTemporary; 2713 bool grptemporary = IsTemporary;
@@ -1992,19 +2716,21 @@ namespace OpenSim.Region.Framework.Scenes
1992 Quaternion oldRootRotation = linkPart.RotationOffset; 2716 Quaternion oldRootRotation = linkPart.RotationOffset;
1993 2717
1994 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2718 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2719
1995 linkPart.ParentID = m_rootPart.LocalId; 2720 linkPart.ParentID = m_rootPart.LocalId;
1996 linkPart.GroupPosition = AbsolutePosition; 2721
1997 Vector3 axPos = linkPart.OffsetPosition; 2722 linkPart.GroupPosition = AbsolutePosition;
1998 2723
2724 Vector3 axPos = linkPart.OffsetPosition;
1999 Quaternion parentRot = m_rootPart.RotationOffset; 2725 Quaternion parentRot = m_rootPart.RotationOffset;
2000 axPos *= Quaternion.Inverse(parentRot); 2726 axPos *= Quaternion.Conjugate(parentRot);
2001
2002 linkPart.OffsetPosition = axPos; 2727 linkPart.OffsetPosition = axPos;
2728
2003 Quaternion oldRot = linkPart.RotationOffset; 2729 Quaternion oldRot = linkPart.RotationOffset;
2004 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2730 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2005 linkPart.RotationOffset = newRot; 2731 linkPart.RotationOffset = newRot;
2006 2732
2007 linkPart.ParentID = m_rootPart.LocalId; 2733// linkPart.ParentID = m_rootPart.LocalId; done above
2008 2734
2009 if (m_rootPart.LinkNum == 0) 2735 if (m_rootPart.LinkNum == 0)
2010 m_rootPart.LinkNum = 1; 2736 m_rootPart.LinkNum = 1;
@@ -2032,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 linkPart.CreateSelected = true; 2758 linkPart.CreateSelected = true;
2033 2759
2034 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2760 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2035 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2761 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2036 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2762 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2037 { 2763 {
2038 linkPart.PhysActor.link(m_rootPart.PhysActor); 2764 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2040,6 +2766,7 @@ namespace OpenSim.Region.Framework.Scenes
2040 } 2766 }
2041 2767
2042 linkPart.LinkNum = linkNum++; 2768 linkPart.LinkNum = linkNum++;
2769 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2043 2770
2044 SceneObjectPart[] ogParts = objectGroup.Parts; 2771 SceneObjectPart[] ogParts = objectGroup.Parts;
2045 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2772 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2054,7 +2781,7 @@ namespace OpenSim.Region.Framework.Scenes
2054 { 2781 {
2055 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2782 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2056 // let physics know 2783 // let physics know
2057 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2784 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2058 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2785 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2059 { 2786 {
2060 part.PhysActor.link(m_rootPart.PhysActor); 2787 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2069,7 +2796,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 objectGroup.IsDeleted = true; 2796 objectGroup.IsDeleted = true;
2070 2797
2071 objectGroup.m_parts.Clear(); 2798 objectGroup.m_parts.Clear();
2072 2799
2073 // Can't do this yet since backup still makes use of the root part without any synchronization 2800 // Can't do this yet since backup still makes use of the root part without any synchronization
2074// objectGroup.m_rootPart = null; 2801// objectGroup.m_rootPart = null;
2075 2802
@@ -2080,6 +2807,9 @@ namespace OpenSim.Region.Framework.Scenes
2080 // unmoved prims! 2807 // unmoved prims!
2081 ResetChildPrimPhysicsPositions(); 2808 ResetChildPrimPhysicsPositions();
2082 2809
2810 if (m_rootPart.PhysActor != null)
2811 m_rootPart.PhysActor.Building = false;
2812
2083 //HasGroupChanged = true; 2813 //HasGroupChanged = true;
2084 //ScheduleGroupForFullUpdate(); 2814 //ScheduleGroupForFullUpdate();
2085 } 2815 }
@@ -2147,7 +2877,10 @@ namespace OpenSim.Region.Framework.Scenes
2147// m_log.DebugFormat( 2877// m_log.DebugFormat(
2148// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2878// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2149// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2879// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2150 2880
2881 if (m_rootPart.PhysActor != null)
2882 m_rootPart.PhysActor.Building = true;
2883
2151 linkPart.ClearUndoState(); 2884 linkPart.ClearUndoState();
2152 2885
2153 Quaternion worldRot = linkPart.GetWorldRotation(); 2886 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2207,6 +2940,14 @@ namespace OpenSim.Region.Framework.Scenes
2207 2940
2208 // When we delete a group, we currently have to force persist to the database if the object id has changed 2941 // When we delete a group, we currently have to force persist to the database if the object id has changed
2209 // (since delete works by deleting all rows which have a given object id) 2942 // (since delete works by deleting all rows which have a given object id)
2943
2944 // this is as it seems to be in sl now
2945 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2946 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2947
2948 if (m_rootPart.PhysActor != null)
2949 m_rootPart.PhysActor.Building = false;
2950
2210 objectGroup.HasGroupChangedDueToDelink = true; 2951 objectGroup.HasGroupChangedDueToDelink = true;
2211 2952
2212 return objectGroup; 2953 return objectGroup;
@@ -2218,6 +2959,7 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2959 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2960 public virtual void DetachFromBackup()
2220 { 2961 {
2962 m_scene.SceneGraph.FireDetachFromBackup(this);
2221 if (m_isBackedUp && Scene != null) 2963 if (m_isBackedUp && Scene != null)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2964 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2965
@@ -2236,7 +2978,8 @@ namespace OpenSim.Region.Framework.Scenes
2236 2978
2237 axPos *= parentRot; 2979 axPos *= parentRot;
2238 part.OffsetPosition = axPos; 2980 part.OffsetPosition = axPos;
2239 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2981 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2982 part.GroupPosition = newPos;
2240 part.OffsetPosition = Vector3.Zero; 2983 part.OffsetPosition = Vector3.Zero;
2241 part.RotationOffset = worldRot; 2984 part.RotationOffset = worldRot;
2242 2985
@@ -2247,20 +2990,20 @@ namespace OpenSim.Region.Framework.Scenes
2247 2990
2248 part.LinkNum = linkNum; 2991 part.LinkNum = linkNum;
2249 2992
2250 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2993 part.OffsetPosition = newPos - AbsolutePosition;
2251 2994
2252 Quaternion rootRotation = m_rootPart.RotationOffset; 2995 Quaternion rootRotation = m_rootPart.RotationOffset;
2253 2996
2254 Vector3 pos = part.OffsetPosition; 2997 Vector3 pos = part.OffsetPosition;
2255 pos *= Quaternion.Inverse(rootRotation); 2998 pos *= Quaternion.Conjugate(rootRotation);
2256 part.OffsetPosition = pos; 2999 part.OffsetPosition = pos;
2257 3000
2258 parentRot = m_rootPart.RotationOffset; 3001 parentRot = m_rootPart.RotationOffset;
2259 oldRot = part.RotationOffset; 3002 oldRot = part.RotationOffset;
2260 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3003 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2261 part.RotationOffset = newRot; 3004 part.RotationOffset = newRot;
2262 3005
2263 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3006 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2264 } 3007 }
2265 3008
2266 /// <summary> 3009 /// <summary>
@@ -2511,8 +3254,22 @@ namespace OpenSim.Region.Framework.Scenes
2511 } 3254 }
2512 } 3255 }
2513 3256
2514 for (int i = 0; i < parts.Length; i++) 3257 if (parts.Length > 1)
2515 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3258 {
3259 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3260
3261 for (int i = 0; i < parts.Length; i++)
3262 {
3263
3264 if (parts[i].UUID != m_rootPart.UUID)
3265 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3266 }
3267
3268 if (m_rootPart.PhysActor != null)
3269 m_rootPart.PhysActor.Building = false;
3270 }
3271 else
3272 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2516 } 3273 }
2517 } 3274 }
2518 3275
@@ -2525,6 +3282,17 @@ namespace OpenSim.Region.Framework.Scenes
2525 } 3282 }
2526 } 3283 }
2527 3284
3285
3286
3287 /// <summary>
3288 /// Gets the number of parts
3289 /// </summary>
3290 /// <returns></returns>
3291 public int GetPartCount()
3292 {
3293 return Parts.Count();
3294 }
3295
2528 /// <summary> 3296 /// <summary>
2529 /// Update the texture entry for this part 3297 /// Update the texture entry for this part
2530 /// </summary> 3298 /// </summary>
@@ -2586,11 +3354,6 @@ namespace OpenSim.Region.Framework.Scenes
2586 /// <param name="scale"></param> 3354 /// <param name="scale"></param>
2587 public void GroupResize(Vector3 scale) 3355 public void GroupResize(Vector3 scale)
2588 { 3356 {
2589// m_log.DebugFormat(
2590// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2591
2592 RootPart.StoreUndoState(true);
2593
2594 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3357 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2595 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3358 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2596 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3359 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2617,7 +3380,6 @@ namespace OpenSim.Region.Framework.Scenes
2617 SceneObjectPart obPart = parts[i]; 3380 SceneObjectPart obPart = parts[i];
2618 if (obPart.UUID != m_rootPart.UUID) 3381 if (obPart.UUID != m_rootPart.UUID)
2619 { 3382 {
2620// obPart.IgnoreUndoUpdate = true;
2621 Vector3 oldSize = new Vector3(obPart.Scale); 3383 Vector3 oldSize = new Vector3(obPart.Scale);
2622 3384
2623 float f = 1.0f; 3385 float f = 1.0f;
@@ -2681,8 +3443,6 @@ namespace OpenSim.Region.Framework.Scenes
2681 z *= a; 3443 z *= a;
2682 } 3444 }
2683 } 3445 }
2684
2685// obPart.IgnoreUndoUpdate = false;
2686 } 3446 }
2687 } 3447 }
2688 } 3448 }
@@ -2692,9 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 prevScale.Y *= y; 3452 prevScale.Y *= y;
2693 prevScale.Z *= z; 3453 prevScale.Z *= z;
2694 3454
2695// RootPart.IgnoreUndoUpdate = true;
2696 RootPart.Resize(prevScale); 3455 RootPart.Resize(prevScale);
2697// RootPart.IgnoreUndoUpdate = false;
2698 3456
2699 parts = m_parts.GetArray(); 3457 parts = m_parts.GetArray();
2700 for (int i = 0; i < parts.Length; i++) 3458 for (int i = 0; i < parts.Length; i++)
@@ -2703,8 +3461,6 @@ namespace OpenSim.Region.Framework.Scenes
2703 3461
2704 if (obPart.UUID != m_rootPart.UUID) 3462 if (obPart.UUID != m_rootPart.UUID)
2705 { 3463 {
2706 obPart.IgnoreUndoUpdate = true;
2707
2708 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3464 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2709 currentpos.X *= x; 3465 currentpos.X *= x;
2710 currentpos.Y *= y; 3466 currentpos.Y *= y;
@@ -2717,16 +3473,12 @@ namespace OpenSim.Region.Framework.Scenes
2717 3473
2718 obPart.Resize(newSize); 3474 obPart.Resize(newSize);
2719 obPart.UpdateOffSet(currentpos); 3475 obPart.UpdateOffSet(currentpos);
2720
2721 obPart.IgnoreUndoUpdate = false;
2722 } 3476 }
2723 3477
2724// obPart.IgnoreUndoUpdate = false; 3478 HasGroupChanged = true;
2725// obPart.StoreUndoState(); 3479 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3480 ScheduleGroupForTerseUpdate();
2726 } 3481 }
2727
2728// m_log.DebugFormat(
2729// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2730 } 3482 }
2731 3483
2732 #endregion 3484 #endregion
@@ -2739,14 +3491,6 @@ namespace OpenSim.Region.Framework.Scenes
2739 /// <param name="pos"></param> 3491 /// <param name="pos"></param>
2740 public void UpdateGroupPosition(Vector3 pos) 3492 public void UpdateGroupPosition(Vector3 pos)
2741 { 3493 {
2742// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2743
2744 RootPart.StoreUndoState(true);
2745
2746// SceneObjectPart[] parts = m_parts.GetArray();
2747// for (int i = 0; i < parts.Length; i++)
2748// parts[i].StoreUndoState();
2749
2750 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3494 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2751 { 3495 {
2752 if (IsAttachment) 3496 if (IsAttachment)
@@ -2779,21 +3523,17 @@ namespace OpenSim.Region.Framework.Scenes
2779 /// </summary> 3523 /// </summary>
2780 /// <param name="pos"></param> 3524 /// <param name="pos"></param>
2781 /// <param name="localID"></param> 3525 /// <param name="localID"></param>
3526 ///
3527
2782 public void UpdateSinglePosition(Vector3 pos, uint localID) 3528 public void UpdateSinglePosition(Vector3 pos, uint localID)
2783 { 3529 {
2784 SceneObjectPart part = GetPart(localID); 3530 SceneObjectPart part = GetPart(localID);
2785 3531
2786// SceneObjectPart[] parts = m_parts.GetArray();
2787// for (int i = 0; i < parts.Length; i++)
2788// parts[i].StoreUndoState();
2789
2790 if (part != null) 3532 if (part != null)
2791 { 3533 {
2792// m_log.DebugFormat( 3534// unlock parts position change
2793// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3535 if (m_rootPart.PhysActor != null)
2794 3536 m_rootPart.PhysActor.Building = true;
2795 part.StoreUndoState(false);
2796 part.IgnoreUndoUpdate = true;
2797 3537
2798 if (part.UUID == m_rootPart.UUID) 3538 if (part.UUID == m_rootPart.UUID)
2799 { 3539 {
@@ -2804,8 +3544,10 @@ namespace OpenSim.Region.Framework.Scenes
2804 part.UpdateOffSet(pos); 3544 part.UpdateOffSet(pos);
2805 } 3545 }
2806 3546
3547 if (m_rootPart.PhysActor != null)
3548 m_rootPart.PhysActor.Building = false;
3549
2807 HasGroupChanged = true; 3550 HasGroupChanged = true;
2808 part.IgnoreUndoUpdate = false;
2809 } 3551 }
2810 } 3552 }
2811 3553
@@ -2815,13 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 /// <param name="pos"></param> 3557 /// <param name="pos"></param>
2816 public void UpdateRootPosition(Vector3 pos) 3558 public void UpdateRootPosition(Vector3 pos)
2817 { 3559 {
2818// m_log.DebugFormat( 3560 // needs to be called with phys building true
2819// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2820
2821// SceneObjectPart[] parts = m_parts.GetArray();
2822// for (int i = 0; i < parts.Length; i++)
2823// parts[i].StoreUndoState();
2824
2825 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3561 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2826 Vector3 oldPos = 3562 Vector3 oldPos =
2827 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3563 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2844,7 +3580,14 @@ namespace OpenSim.Region.Framework.Scenes
2844 AbsolutePosition = newPos; 3580 AbsolutePosition = newPos;
2845 3581
2846 HasGroupChanged = true; 3582 HasGroupChanged = true;
2847 ScheduleGroupForTerseUpdate(); 3583 if (m_rootPart.Undoing)
3584 {
3585 ScheduleGroupForFullUpdate();
3586 }
3587 else
3588 {
3589 ScheduleGroupForTerseUpdate();
3590 }
2848 } 3591 }
2849 3592
2850 #endregion 3593 #endregion
@@ -2857,24 +3600,16 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// <param name="rot"></param> 3600 /// <param name="rot"></param>
2858 public void UpdateGroupRotationR(Quaternion rot) 3601 public void UpdateGroupRotationR(Quaternion rot)
2859 { 3602 {
2860// m_log.DebugFormat(
2861// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2862
2863// SceneObjectPart[] parts = m_parts.GetArray();
2864// for (int i = 0; i < parts.Length; i++)
2865// parts[i].StoreUndoState();
2866
2867 m_rootPart.StoreUndoState(true);
2868
2869 m_rootPart.UpdateRotation(rot); 3603 m_rootPart.UpdateRotation(rot);
2870 3604
3605/* this is done by rootpart RotationOffset set called by UpdateRotation
2871 PhysicsActor actor = m_rootPart.PhysActor; 3606 PhysicsActor actor = m_rootPart.PhysActor;
2872 if (actor != null) 3607 if (actor != null)
2873 { 3608 {
2874 actor.Orientation = m_rootPart.RotationOffset; 3609 actor.Orientation = m_rootPart.RotationOffset;
2875 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3610 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2876 } 3611 }
2877 3612*/
2878 HasGroupChanged = true; 3613 HasGroupChanged = true;
2879 ScheduleGroupForTerseUpdate(); 3614 ScheduleGroupForTerseUpdate();
2880 } 3615 }
@@ -2886,16 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
2886 /// <param name="rot"></param> 3621 /// <param name="rot"></param>
2887 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3622 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2888 { 3623 {
2889// m_log.DebugFormat(
2890// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2891
2892// SceneObjectPart[] parts = m_parts.GetArray();
2893// for (int i = 0; i < parts.Length; i++)
2894// parts[i].StoreUndoState();
2895
2896 RootPart.StoreUndoState(true);
2897 RootPart.IgnoreUndoUpdate = true;
2898
2899 m_rootPart.UpdateRotation(rot); 3624 m_rootPart.UpdateRotation(rot);
2900 3625
2901 PhysicsActor actor = m_rootPart.PhysActor; 3626 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2909,8 +3634,6 @@ namespace OpenSim.Region.Framework.Scenes
2909 3634
2910 HasGroupChanged = true; 3635 HasGroupChanged = true;
2911 ScheduleGroupForTerseUpdate(); 3636 ScheduleGroupForTerseUpdate();
2912
2913 RootPart.IgnoreUndoUpdate = false;
2914 } 3637 }
2915 3638
2916 /// <summary> 3639 /// <summary>
@@ -2923,13 +3646,11 @@ namespace OpenSim.Region.Framework.Scenes
2923 SceneObjectPart part = GetPart(localID); 3646 SceneObjectPart part = GetPart(localID);
2924 3647
2925 SceneObjectPart[] parts = m_parts.GetArray(); 3648 SceneObjectPart[] parts = m_parts.GetArray();
2926 for (int i = 0; i < parts.Length; i++)
2927 parts[i].StoreUndoState();
2928 3649
2929 if (part != null) 3650 if (part != null)
2930 { 3651 {
2931// m_log.DebugFormat( 3652 if (m_rootPart.PhysActor != null)
2932// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3653 m_rootPart.PhysActor.Building = true;
2933 3654
2934 if (part.UUID == m_rootPart.UUID) 3655 if (part.UUID == m_rootPart.UUID)
2935 { 3656 {
@@ -2939,6 +3660,9 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 3660 {
2940 part.UpdateRotation(rot); 3661 part.UpdateRotation(rot);
2941 } 3662 }
3663
3664 if (m_rootPart.PhysActor != null)
3665 m_rootPart.PhysActor.Building = false;
2942 } 3666 }
2943 } 3667 }
2944 3668
@@ -2952,12 +3676,8 @@ namespace OpenSim.Region.Framework.Scenes
2952 SceneObjectPart part = GetPart(localID); 3676 SceneObjectPart part = GetPart(localID);
2953 if (part != null) 3677 if (part != null)
2954 { 3678 {
2955// m_log.DebugFormat( 3679 if (m_rootPart.PhysActor != null)
2956// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3680 m_rootPart.PhysActor.Building = true;
2957// part.Name, part.LocalId, rot);
2958
2959 part.StoreUndoState();
2960 part.IgnoreUndoUpdate = true;
2961 3681
2962 if (part.UUID == m_rootPart.UUID) 3682 if (part.UUID == m_rootPart.UUID)
2963 { 3683 {
@@ -2970,7 +3690,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 part.OffsetPosition = pos; 3690 part.OffsetPosition = pos;
2971 } 3691 }
2972 3692
2973 part.IgnoreUndoUpdate = false; 3693 if (m_rootPart.PhysActor != null)
3694 m_rootPart.PhysActor.Building = false;
2974 } 3695 }
2975 } 3696 }
2976 3697
@@ -2980,15 +3701,12 @@ namespace OpenSim.Region.Framework.Scenes
2980 /// <param name="rot"></param> 3701 /// <param name="rot"></param>
2981 public void UpdateRootRotation(Quaternion rot) 3702 public void UpdateRootRotation(Quaternion rot)
2982 { 3703 {
2983// m_log.DebugFormat( 3704 // needs to be called with phys building true
2984// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2985// Name, LocalId, rot);
2986
2987 Quaternion axRot = rot; 3705 Quaternion axRot = rot;
2988 Quaternion oldParentRot = m_rootPart.RotationOffset; 3706 Quaternion oldParentRot = m_rootPart.RotationOffset;
2989 3707
2990 m_rootPart.StoreUndoState(); 3708 //Don't use UpdateRotation because it schedules an update prematurely
2991 m_rootPart.UpdateRotation(rot); 3709 m_rootPart.RotationOffset = rot;
2992 3710
2993 PhysicsActor pa = m_rootPart.PhysActor; 3711 PhysicsActor pa = m_rootPart.PhysActor;
2994 3712
@@ -3004,35 +3722,144 @@ namespace OpenSim.Region.Framework.Scenes
3004 SceneObjectPart prim = parts[i]; 3722 SceneObjectPart prim = parts[i];
3005 if (prim.UUID != m_rootPart.UUID) 3723 if (prim.UUID != m_rootPart.UUID)
3006 { 3724 {
3007 prim.IgnoreUndoUpdate = true; 3725 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3726 NewRot = Quaternion.Inverse(axRot) * NewRot;
3727 prim.RotationOffset = NewRot;
3728
3008 Vector3 axPos = prim.OffsetPosition; 3729 Vector3 axPos = prim.OffsetPosition;
3730
3009 axPos *= oldParentRot; 3731 axPos *= oldParentRot;
3010 axPos *= Quaternion.Inverse(axRot); 3732 axPos *= Quaternion.Inverse(axRot);
3011 prim.OffsetPosition = axPos; 3733 prim.OffsetPosition = axPos;
3012 Quaternion primsRot = prim.RotationOffset; 3734 }
3013 Quaternion newRot = oldParentRot * primsRot; 3735 }
3014 newRot = Quaternion.Inverse(axRot) * newRot;
3015 prim.RotationOffset = newRot;
3016 prim.ScheduleTerseUpdate();
3017 prim.IgnoreUndoUpdate = false;
3018 }
3019 }
3020
3021// for (int i = 0; i < parts.Length; i++)
3022// {
3023// SceneObjectPart childpart = parts[i];
3024// if (childpart != m_rootPart)
3025// {
3026//// childpart.IgnoreUndoUpdate = false;
3027//// childpart.StoreUndoState();
3028// }
3029// }
3030 3736
3031 m_rootPart.ScheduleTerseUpdate(); 3737 HasGroupChanged = true;
3738 ScheduleGroupForFullUpdate();
3739 }
3032 3740
3033// m_log.DebugFormat( 3741 private enum updatetype :int
3034// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3742 {
3035// Name, LocalId, rot); 3743 none = 0,
3744 partterse = 1,
3745 partfull = 2,
3746 groupterse = 3,
3747 groupfull = 4
3748 }
3749
3750 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3751 {
3752 // TODO this still as excessive *.Schedule*Update()s
3753
3754 if (part != null && part.ParentGroup != null)
3755 {
3756 ObjectChangeType change = data.change;
3757 bool togroup = ((change & ObjectChangeType.Group) != 0);
3758 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3759
3760 SceneObjectGroup group = part.ParentGroup;
3761 PhysicsActor pha = group.RootPart.PhysActor;
3762
3763 updatetype updateType = updatetype.none;
3764
3765 if (togroup)
3766 {
3767 // related to group
3768 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3769 {
3770 if ((change & ObjectChangeType.Rotation) != 0)
3771 {
3772 group.RootPart.UpdateRotation(data.rotation);
3773 updateType = updatetype.none;
3774 }
3775 if ((change & ObjectChangeType.Position) != 0)
3776 {
3777 UpdateGroupPosition(data.position);
3778 updateType = updatetype.groupterse;
3779 }
3780 else
3781 // ugly rotation update of all parts
3782 {
3783 group.AbsolutePosition = AbsolutePosition;
3784 }
3785
3786 }
3787 if ((change & ObjectChangeType.Scale) != 0)
3788 {
3789 if (pha != null)
3790 pha.Building = true;
3791
3792 group.GroupResize(data.scale);
3793 updateType = updatetype.none;
3794
3795 if (pha != null)
3796 pha.Building = false;
3797 }
3798 }
3799 else
3800 {
3801 // related to single prim in a link-set ( ie group)
3802 if (pha != null)
3803 pha.Building = true;
3804
3805 // root part is special
3806 // parts offset positions or rotations need to change also
3807
3808 if (part == group.RootPart)
3809 {
3810 if ((change & ObjectChangeType.Rotation) != 0)
3811 group.UpdateRootRotation(data.rotation);
3812 if ((change & ObjectChangeType.Position) != 0)
3813 group.UpdateRootPosition(data.position);
3814 if ((change & ObjectChangeType.Scale) != 0)
3815 part.Resize(data.scale);
3816 }
3817 else
3818 {
3819 if ((change & ObjectChangeType.Position) != 0)
3820 {
3821 part.OffsetPosition = data.position;
3822 updateType = updatetype.partterse;
3823 }
3824 if ((change & ObjectChangeType.Rotation) != 0)
3825 {
3826 part.UpdateRotation(data.rotation);
3827 updateType = updatetype.none;
3828 }
3829 if ((change & ObjectChangeType.Scale) != 0)
3830 {
3831 part.Resize(data.scale);
3832 updateType = updatetype.none;
3833 }
3834 }
3835
3836 if (pha != null)
3837 pha.Building = false;
3838 }
3839
3840 if (updateType != updatetype.none)
3841 {
3842 group.HasGroupChanged = true;
3843
3844 switch (updateType)
3845 {
3846 case updatetype.partterse:
3847 part.ScheduleTerseUpdate();
3848 break;
3849 case updatetype.partfull:
3850 part.ScheduleFullUpdate();
3851 break;
3852 case updatetype.groupterse:
3853 group.ScheduleGroupForTerseUpdate();
3854 break;
3855 case updatetype.groupfull:
3856 group.ScheduleGroupForFullUpdate();
3857 break;
3858 default:
3859 break;
3860 }
3861 }
3862 }
3036 } 3863 }
3037 3864
3038 #endregion 3865 #endregion
@@ -3252,11 +4079,50 @@ namespace OpenSim.Region.Framework.Scenes
3252 } 4079 }
3253 } 4080 }
3254 } 4081 }
3255 4082
4083 public Vector3 GetGeometricCenter()
4084 {
4085 // this is not real geometric center but a average of positions relative to root prim acording to
4086 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4087 // ignoring tortured prims details since sl also seems to ignore
4088 // so no real use in doing it on physics
4089
4090 Vector3 gc = Vector3.Zero;
4091
4092 int nparts = m_parts.Count;
4093 if (nparts <= 1)
4094 return gc;
4095
4096 SceneObjectPart[] parts = m_parts.GetArray();
4097 nparts = parts.Length; // just in case it changed
4098 if (nparts <= 1)
4099 return gc;
4100
4101 Quaternion parentRot = RootPart.RotationOffset;
4102 Vector3 pPos;
4103
4104 // average all parts positions
4105 for (int i = 0; i < nparts; i++)
4106 {
4107 // do it directly
4108 // gc += parts[i].GetWorldPosition();
4109 if (parts[i] != RootPart)
4110 {
4111 pPos = parts[i].OffsetPosition;
4112 gc += pPos;
4113 }
4114
4115 }
4116 gc /= nparts;
4117
4118 // relative to root:
4119// gc -= AbsolutePosition;
4120 return gc;
4121 }
4122
3256 public float GetMass() 4123 public float GetMass()
3257 { 4124 {
3258 float retmass = 0f; 4125 float retmass = 0f;
3259
3260 SceneObjectPart[] parts = m_parts.GetArray(); 4126 SceneObjectPart[] parts = m_parts.GetArray();
3261 for (int i = 0; i < parts.Length; i++) 4127 for (int i = 0; i < parts.Length; i++)
3262 retmass += parts[i].GetMass(); 4128 retmass += parts[i].GetMass();
@@ -3264,6 +4130,39 @@ namespace OpenSim.Region.Framework.Scenes
3264 return retmass; 4130 return retmass;
3265 } 4131 }
3266 4132
4133 // center of mass of full object
4134 public Vector3 GetCenterOfMass()
4135 {
4136 PhysicsActor pa = RootPart.PhysActor;
4137
4138 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4139 {
4140 // physics knows better about center of mass of physical prims
4141 Vector3 tmp = pa.CenterOfMass;
4142 return tmp;
4143 }
4144
4145 Vector3 Ptot = Vector3.Zero;
4146 float totmass = 0f;
4147 float m;
4148
4149 SceneObjectPart[] parts = m_parts.GetArray();
4150 for (int i = 0; i < parts.Length; i++)
4151 {
4152 m = parts[i].GetMass();
4153 Ptot += parts[i].GetPartCenterOfMass() * m;
4154 totmass += m;
4155 }
4156
4157 if (totmass == 0)
4158 totmass = 0;
4159 else
4160 totmass = 1 / totmass;
4161 Ptot *= totmass;
4162
4163 return Ptot;
4164 }
4165
3267 /// <summary> 4166 /// <summary>
3268 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4167 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3269 /// the physics engine can use it. 4168 /// the physics engine can use it.
@@ -3417,6 +4316,14 @@ namespace OpenSim.Region.Framework.Scenes
3417 FromItemID = uuid; 4316 FromItemID = uuid;
3418 } 4317 }
3419 4318
4319 public void ResetOwnerChangeFlag()
4320 {
4321 ForEachPart(delegate(SceneObjectPart part)
4322 {
4323 part.ResetOwnerChangeFlag();
4324 });
4325 }
4326
3420 #endregion 4327 #endregion
3421 } 4328 }
3422} 4329}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f911ef8..82bba35 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
124 130
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 132
@@ -182,6 +188,18 @@ namespace OpenSim.Region.Framework.Scenes
182 188
183 public uint TimeStampTerse; 189 public uint TimeStampTerse;
184 190
191 // The following two are to hold the attachment data
192 // while an object is inworld
193 [XmlIgnore]
194 public byte AttachPoint = 0;
195
196 [XmlIgnore]
197 public Vector3 AttachOffset = Vector3.Zero;
198
199 [XmlIgnore]
200 public Quaternion AttachRotation = Quaternion.Identity;
201
202 [XmlIgnore]
185 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
186 204
187 public int STATUS_ROTATE_Y; 205 public int STATUS_ROTATE_Y;
@@ -208,8 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
208 226
209 public Vector3 RotationAxis = Vector3.One; 227 public Vector3 RotationAxis = Vector3.One;
210 228
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 229 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 230
214 public bool IsWaitingForFirstSpinUpdatePacket; 231 public bool IsWaitingForFirstSpinUpdatePacket;
215 232
@@ -249,10 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 266 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 267 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 268 private string m_sitAnimation = "SIT";
269 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 270 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 271 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 272 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 273
257 private bool m_passTouches; 274 private bool m_passTouches;
258 275
@@ -280,7 +297,19 @@ namespace OpenSim.Region.Framework.Scenes
280 protected Vector3 m_lastAcceleration; 297 protected Vector3 m_lastAcceleration;
281 protected Vector3 m_lastAngularVelocity; 298 protected Vector3 m_lastAngularVelocity;
282 protected int m_lastTerseSent; 299 protected int m_lastTerseSent;
283 300 protected float m_buoyancy = 0.0f;
301 protected Vector3 m_force;
302 protected Vector3 m_torque;
303
304 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
305 protected float m_density = 1000.0f; // in kg/m^3
306 protected float m_gravitymod = 1.0f;
307 protected float m_friction = 0.6f; // wood
308 protected float m_bounce = 0.5f; // wood
309
310
311 protected bool m_isSelected = false;
312
284 /// <summary> 313 /// <summary>
285 /// Stores media texture data 314 /// Stores media texture data
286 /// </summary> 315 /// </summary>
@@ -296,6 +325,17 @@ namespace OpenSim.Region.Framework.Scenes
296 private UUID m_collisionSound; 325 private UUID m_collisionSound;
297 private float m_collisionSoundVolume; 326 private float m_collisionSoundVolume;
298 327
328
329 private SOPVehicle m_vehicle = null;
330
331 private KeyframeMotion m_keyframeMotion = null;
332
333 public KeyframeMotion KeyframeMotion
334 {
335 get; set;
336 }
337
338
299 #endregion Fields 339 #endregion Fields
300 340
301// ~SceneObjectPart() 341// ~SceneObjectPart()
@@ -338,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 379 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 380 {
341 m_name = "Primitive"; 381 m_name = "Object";
342 382
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 383 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 384 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 418 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 419 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 420 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 421 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 422 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 423 private DateTime m_expires;
384 private DateTime m_rezzed; 424 private DateTime m_rezzed;
@@ -472,12 +512,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 512 }
473 513
474 /// <value> 514 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 515 /// Get the inventory list
476 /// </value> 516 /// </value>
477 public TaskInventoryDictionary TaskInventory 517 public TaskInventoryDictionary TaskInventory
478 { 518 {
479 get { return m_inventory.Items; } 519 get {
480 set { m_inventory.Items = value; } 520 return m_inventory.Items;
521 }
522 set {
523 m_inventory.Items = value;
524 }
481 } 525 }
482 526
483 /// <summary> 527 /// <summary>
@@ -527,32 +571,28 @@ namespace OpenSim.Region.Framework.Scenes
527 } 571 }
528 } 572 }
529 573
530 public byte Material 574 public bool PassTouches
531 { 575 {
532 get { return (byte) m_material; } 576 get { return m_passTouches; }
533 set 577 set
534 { 578 {
535 m_material = (Material)value; 579 m_passTouches = value;
536
537 PhysicsActor pa = PhysActor;
538 580
539 if (pa != null) 581 if (ParentGroup != null)
540 pa.SetMaterial((int)value); 582 ParentGroup.HasGroupChanged = true;
541 } 583 }
542 } 584 }
543 585
544 public bool PassTouches 586 public bool IsSelected
545 { 587 {
546 get { return m_passTouches; } 588 get { return m_isSelected; }
547 set 589 set
548 { 590 {
549 m_passTouches = value; 591 m_isSelected = value;
550
551 if (ParentGroup != null) 592 if (ParentGroup != null)
552 ParentGroup.HasGroupChanged = true; 593 ParentGroup.PartSelectChanged(value);
553 } 594 }
554 } 595 }
555
556 596
557 597
558 public Dictionary<int, string> CollisionFilter 598 public Dictionary<int, string> CollisionFilter
@@ -623,14 +663,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 663 set { m_LoopSoundSlavePrims = value; }
624 } 664 }
625 665
626
627 public Byte[] TextureAnimation 666 public Byte[] TextureAnimation
628 { 667 {
629 get { return m_TextureAnimation; } 668 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 669 set { m_TextureAnimation = value; }
631 } 670 }
632 671
633
634 public Byte[] ParticleSystem 672 public Byte[] ParticleSystem
635 { 673 {
636 get { return m_particleSystem; } 674 get { return m_particleSystem; }
@@ -667,8 +705,12 @@ namespace OpenSim.Region.Framework.Scenes
667 { 705 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 706 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 708 if (ParentID == 0)
671 m_groupPosition = actor.Position; 709 {
710 if (actor != null)
711 m_groupPosition = actor.Position;
712 return m_groupPosition;
713 }
672 714
673 if (ParentGroup.IsAttachment) 715 if (ParentGroup.IsAttachment)
674 { 716 {
@@ -677,12 +719,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 719 return sp.AbsolutePosition;
678 } 720 }
679 721
722 // use root prim's group position. Physics may have updated it
723 if (ParentGroup.RootPart != this)
724 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 725 return m_groupPosition;
681 } 726 }
682 set 727 set
683 { 728 {
684 m_groupPosition = value; 729 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 730 PhysicsActor actor = PhysActor;
687 if (actor != null) 731 if (actor != null)
688 { 732 {
@@ -708,16 +752,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 752 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 753 }
710 } 754 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 755 }
722 } 756 }
723 757
@@ -726,7 +760,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 760 get { return m_offsetPosition; }
727 set 761 set
728 { 762 {
729// StoreUndoState(); 763 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 764 m_offsetPosition = value;
731 765
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 766 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +775,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 775 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 776 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 777 }
778
779 if (!m_parentGroup.m_dupeInProgress)
780 {
781 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
782 foreach (ScenePresence av in avs)
783 {
784 if (av.ParentID == m_localId)
785 {
786 Vector3 offset = (m_offsetPosition - oldpos);
787 av.AbsolutePosition += offset;
788 av.SendAvatarDataToAllAgents();
789 }
790 }
791 }
744 } 792 }
793 TriggerScriptChangedEvent(Changed.POSITION);
745 } 794 }
746 } 795 }
747 796
@@ -790,7 +839,7 @@ namespace OpenSim.Region.Framework.Scenes
790 839
791 set 840 set
792 { 841 {
793 StoreUndoState(); 842// StoreUndoState();
794 m_rotationOffset = value; 843 m_rotationOffset = value;
795 844
796 PhysicsActor actor = PhysActor; 845 PhysicsActor actor = PhysActor;
@@ -878,7 +927,7 @@ namespace OpenSim.Region.Framework.Scenes
878 get 927 get
879 { 928 {
880 PhysicsActor actor = PhysActor; 929 PhysicsActor actor = PhysActor;
881 if ((actor != null) && actor.IsPhysical) 930 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
882 { 931 {
883 m_angularVelocity = actor.RotationalVelocity; 932 m_angularVelocity = actor.RotationalVelocity;
884 } 933 }
@@ -890,7 +939,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 939 /// <summary></summary>
891 public Vector3 Acceleration 940 public Vector3 Acceleration
892 { 941 {
893 get { return m_acceleration; } 942 get
943 {
944 PhysicsActor actor = PhysActor;
945 if (actor != null)
946 {
947 m_acceleration = actor.Acceleration;
948 }
949 return m_acceleration;
950 }
951
894 set { m_acceleration = value; } 952 set { m_acceleration = value; }
895 } 953 }
896 954
@@ -947,7 +1005,10 @@ namespace OpenSim.Region.Framework.Scenes
947 public PrimitiveBaseShape Shape 1005 public PrimitiveBaseShape Shape
948 { 1006 {
949 get { return m_shape; } 1007 get { return m_shape; }
950 set { m_shape = value;} 1008 set
1009 {
1010 m_shape = value;
1011 }
951 } 1012 }
952 1013
953 /// <summary> 1014 /// <summary>
@@ -960,7 +1021,6 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1021 {
961 if (m_shape != null) 1022 if (m_shape != null)
962 { 1023 {
963 StoreUndoState();
964 1024
965 m_shape.Scale = value; 1025 m_shape.Scale = value;
966 1026
@@ -987,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
987 } 1047 }
988 1048
989 public UpdateRequired UpdateFlag { get; set; } 1049 public UpdateRequired UpdateFlag { get; set; }
1050 public bool UpdatePhysRequired { get; set; }
990 1051
991 /// <summary> 1052 /// <summary>
992 /// Used for media on a prim. 1053 /// Used for media on a prim.
@@ -1027,10 +1088,7 @@ namespace OpenSim.Region.Framework.Scenes
1027 { 1088 {
1028 get 1089 get
1029 { 1090 {
1030 if (ParentGroup.IsAttachment) 1091 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1031 return GroupPosition;
1032
1033 return m_offsetPosition + m_groupPosition;
1034 } 1092 }
1035 } 1093 }
1036 1094
@@ -1208,6 +1266,13 @@ namespace OpenSim.Region.Framework.Scenes
1208 _flags = value; 1266 _flags = value;
1209 } 1267 }
1210 } 1268 }
1269
1270 [XmlIgnore]
1271 public bool IsOccupied // KF If an av is sittingon this prim
1272 {
1273 get { return m_occupied; }
1274 set { m_occupied = value; }
1275 }
1211 1276
1212 /// <summary> 1277 /// <summary>
1213 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1278 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1267,6 +1332,316 @@ namespace OpenSim.Region.Framework.Scenes
1267 set { m_collisionSoundVolume = value; } 1332 set { m_collisionSoundVolume = value; }
1268 } 1333 }
1269 1334
1335 public float Buoyancy
1336 {
1337 get
1338 {
1339 if (ParentGroup.RootPart == this)
1340 return m_buoyancy;
1341
1342 return ParentGroup.RootPart.Buoyancy;
1343 }
1344 set
1345 {
1346 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1347 {
1348 ParentGroup.RootPart.Buoyancy = value;
1349 return;
1350 }
1351 m_buoyancy = value;
1352 if (PhysActor != null)
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356
1357 public Vector3 Force
1358 {
1359 get
1360 {
1361 if (ParentGroup.RootPart == this)
1362 return m_force;
1363
1364 return ParentGroup.RootPart.Force;
1365 }
1366
1367 set
1368 {
1369 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1370 {
1371 ParentGroup.RootPart.Force = value;
1372 return;
1373 }
1374 m_force = value;
1375 if (PhysActor != null)
1376 PhysActor.Force = value;
1377 }
1378 }
1379
1380 public Vector3 Torque
1381 {
1382 get
1383 {
1384 if (ParentGroup.RootPart == this)
1385 return m_torque;
1386
1387 return ParentGroup.RootPart.Torque;
1388 }
1389
1390 set
1391 {
1392 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1393 {
1394 ParentGroup.RootPart.Torque = value;
1395 return;
1396 }
1397 m_torque = value;
1398 if (PhysActor != null)
1399 PhysActor.Torque = value;
1400 }
1401 }
1402
1403 public byte Material
1404 {
1405 get { return (byte)m_material; }
1406 set
1407 {
1408 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1409 {
1410 bool update = false;
1411
1412 if (m_material != (Material)value)
1413 {
1414 update = true;
1415 m_material = (Material)value;
1416 }
1417
1418 if (m_friction != SOPMaterialData.friction(m_material))
1419 {
1420 update = true;
1421 m_friction = SOPMaterialData.friction(m_material);
1422 }
1423
1424 if (m_bounce != SOPMaterialData.bounce(m_material))
1425 {
1426 update = true;
1427 m_bounce = SOPMaterialData.bounce(m_material);
1428 }
1429
1430 if (update)
1431 {
1432 if (PhysActor != null)
1433 {
1434 PhysActor.SetMaterial((int)value);
1435 }
1436 if(ParentGroup != null)
1437 ParentGroup.HasGroupChanged = true;
1438 ScheduleFullUpdateIfNone();
1439 UpdatePhysRequired = true;
1440 }
1441 }
1442 }
1443 }
1444
1445 // not a propriety to move to methods place later
1446 private bool HasMesh()
1447 {
1448 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1449 return true;
1450 return false;
1451 }
1452
1453 // not a propriety to move to methods place later
1454 public byte DefaultPhysicsShapeType()
1455 {
1456 byte type;
1457
1458 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1459 type = (byte)PhysShapeType.convex;
1460 else
1461 type = (byte)PhysShapeType.prim;
1462
1463 return type;
1464 }
1465
1466 [XmlIgnore]
1467 public bool UsesComplexCost
1468 {
1469 get
1470 {
1471 byte pst = PhysicsShapeType;
1472 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1473 return true;
1474 return false;
1475 }
1476 }
1477
1478 [XmlIgnore]
1479 public float PhysicsCost
1480 {
1481 get
1482 {
1483 if(PhysicsShapeType == (byte)PhysShapeType.none)
1484 return 0;
1485
1486 float cost = 0.1f;
1487 if (PhysActor != null)
1488// cost += PhysActor.Cost;
1489
1490 if ((Flags & PrimFlags.Physics) != 0)
1491 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1492 return cost;
1493 }
1494 }
1495
1496 [XmlIgnore]
1497 public float StreamingCost
1498 {
1499 get
1500 {
1501
1502
1503 return 0.1f;
1504 }
1505 }
1506
1507 [XmlIgnore]
1508 public float SimulationCost
1509 {
1510 get
1511 {
1512 // ignoring scripts. Don't like considering them for this
1513 if((Flags & PrimFlags.Physics) != 0)
1514 return 1.0f;
1515
1516 return 0.5f;
1517 }
1518 }
1519
1520 public byte PhysicsShapeType
1521 {
1522 get { return m_physicsShapeType; }
1523 set
1524 {
1525 byte oldv = m_physicsShapeType;
1526
1527 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1528 {
1529 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1530 m_physicsShapeType = DefaultPhysicsShapeType();
1531 else
1532 m_physicsShapeType = value;
1533 }
1534 else
1535 m_physicsShapeType = DefaultPhysicsShapeType();
1536
1537 if (m_physicsShapeType != oldv && ParentGroup != null)
1538 {
1539 if (m_physicsShapeType == (byte)PhysShapeType.none)
1540 {
1541 if (PhysActor != null)
1542 {
1543 Velocity = new Vector3(0, 0, 0);
1544 Acceleration = new Vector3(0, 0, 0);
1545 if (ParentGroup.RootPart == this)
1546 AngularVelocity = new Vector3(0, 0, 0);
1547 ParentGroup.Scene.RemovePhysicalPrim(1);
1548 RemoveFromPhysics();
1549 }
1550 }
1551 else if (PhysActor == null)
1552 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1553 else
1554 {
1555 PhysActor.PhysicsShapeType = m_physicsShapeType;
1556 if (Shape.SculptEntry)
1557 CheckSculptAndLoad();
1558 }
1559
1560 if (ParentGroup != null)
1561 ParentGroup.HasGroupChanged = true;
1562 }
1563
1564 if (m_physicsShapeType != value)
1565 {
1566 UpdatePhysRequired = true;
1567 }
1568 }
1569 }
1570
1571 public float Density // in kg/m^3
1572 {
1573 get { return m_density; }
1574 set
1575 {
1576 if (value >=1 && value <= 22587.0)
1577 {
1578 m_density = value;
1579 UpdatePhysRequired = true;
1580 }
1581
1582 ScheduleFullUpdateIfNone();
1583
1584 if (ParentGroup != null)
1585 ParentGroup.HasGroupChanged = true;
1586 }
1587 }
1588
1589 public float GravityModifier
1590 {
1591 get { return m_gravitymod; }
1592 set
1593 {
1594 if( value >= -1 && value <=28.0f)
1595 {
1596 m_gravitymod = value;
1597 UpdatePhysRequired = true;
1598 }
1599
1600 ScheduleFullUpdateIfNone();
1601
1602 if (ParentGroup != null)
1603 ParentGroup.HasGroupChanged = true;
1604
1605 }
1606 }
1607
1608 public float Friction
1609 {
1610 get { return m_friction; }
1611 set
1612 {
1613 if (value >= 0 && value <= 255.0f)
1614 {
1615 m_friction = value;
1616 UpdatePhysRequired = true;
1617 }
1618
1619 ScheduleFullUpdateIfNone();
1620
1621 if (ParentGroup != null)
1622 ParentGroup.HasGroupChanged = true;
1623 }
1624 }
1625
1626 public float Bounciness
1627 {
1628 get { return m_bounce; }
1629 set
1630 {
1631 if (value >= 0 && value <= 1.0f)
1632 {
1633 m_bounce = value;
1634 UpdatePhysRequired = true;
1635 }
1636
1637 ScheduleFullUpdateIfNone();
1638
1639 if (ParentGroup != null)
1640 ParentGroup.HasGroupChanged = true;
1641 }
1642 }
1643
1644
1270 #endregion Public Properties with only Get 1645 #endregion Public Properties with only Get
1271 1646
1272 private uint ApplyMask(uint val, bool set, uint mask) 1647 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1432,7 +1807,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 impulse = newimpulse; 1807 impulse = newimpulse;
1433 } 1808 }
1434 1809
1435 ParentGroup.applyAngularImpulse(impulse); 1810 ParentGroup.ApplyAngularImpulse(impulse);
1436 } 1811 }
1437 1812
1438 /// <summary> 1813 /// <summary>
@@ -1442,20 +1817,24 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// </summary> 1817 /// </summary>
1443 /// <param name="impulsei">Vector force</param> 1818 /// <param name="impulsei">Vector force</param>
1444 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1819 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1445 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1820
1821 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1822 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1446 { 1823 {
1447 Vector3 impulse = impulsei; 1824 Vector3 torque = torquei;
1448 1825
1449 if (localGlobalTF) 1826 if (localGlobalTF)
1450 { 1827 {
1828/*
1451 Quaternion grot = GetWorldRotation(); 1829 Quaternion grot = GetWorldRotation();
1452 Quaternion AXgrot = grot; 1830 Quaternion AXgrot = grot;
1453 Vector3 AXimpulsei = impulsei; 1831 Vector3 AXimpulsei = impulsei;
1454 Vector3 newimpulse = AXimpulsei * AXgrot; 1832 Vector3 newimpulse = AXimpulsei * AXgrot;
1455 impulse = newimpulse; 1833 */
1834 torque *= GetWorldRotation();
1456 } 1835 }
1457 1836
1458 ParentGroup.setAngularImpulse(impulse); 1837 Torque = torque;
1459 } 1838 }
1460 1839
1461 /// <summary> 1840 /// <summary>
@@ -1463,17 +1842,23 @@ namespace OpenSim.Region.Framework.Scenes
1463 /// </summary> 1842 /// </summary>
1464 /// <param name="rootObjectFlags"></param> 1843 /// <param name="rootObjectFlags"></param>
1465 /// <param name="VolumeDetectActive"></param> 1844 /// <param name="VolumeDetectActive"></param>
1466 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1845 /// <param name="building"></param>
1846
1847 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1467 { 1848 {
1849 VolumeDetectActive = _VolumeDetectActive;
1850
1468 if (!ParentGroup.Scene.CollidablePrims) 1851 if (!ParentGroup.Scene.CollidablePrims)
1469 return; 1852 return;
1470 1853
1471// m_log.DebugFormat( 1854 if (PhysicsShapeType == (byte)PhysShapeType.none)
1472// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1855 return;
1473// Name, LocalId, UUID, m_physicalPrim); 1856
1857 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1858 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1474 1859
1475 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1860 if (_VolumeDetectActive)
1476 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1861 isPhantom = true;
1477 1862
1478 if (IsJoint()) 1863 if (IsJoint())
1479 { 1864 {
@@ -1481,22 +1866,11 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1866 }
1482 else 1867 else
1483 { 1868 {
1484 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1869 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1485 if (VolumeDetectActive) 1870 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1486 isPhantom = false; 1871 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1487 1872 else
1488 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1873 PhysActor = null; // just to be sure
1489 // or flexible
1490 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1491 {
1492 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1493 bool rigidBody = isPhysical && !isPhantom;
1494
1495 PhysicsActor pa = AddToPhysics(rigidBody);
1496
1497 if (pa != null)
1498 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1499 }
1500 } 1874 }
1501 } 1875 }
1502 1876
@@ -1548,6 +1922,12 @@ namespace OpenSim.Region.Framework.Scenes
1548 dupe.Category = Category; 1922 dupe.Category = Category;
1549 dupe.m_rezzed = m_rezzed; 1923 dupe.m_rezzed = m_rezzed;
1550 1924
1925 dupe.m_UndoRedo = null;
1926 dupe.m_isSelected = false;
1927
1928 dupe.IgnoreUndoUpdate = false;
1929 dupe.Undoing = false;
1930
1551 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1931 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1552 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1932 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1553 1933
@@ -1563,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
1563 1943
1564 // Move afterwards ResetIDs as it clears the localID 1944 // Move afterwards ResetIDs as it clears the localID
1565 dupe.LocalId = localID; 1945 dupe.LocalId = localID;
1946
1566 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1947 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1567 dupe.LastOwnerID = OwnerID; 1948 dupe.LastOwnerID = OwnerID;
1568 1949
@@ -1582,6 +1963,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1963 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1583 } 1964 }
1584 1965
1966 if (dupe.PhysActor != null)
1967 dupe.PhysActor.LocalID = localID;
1968
1585 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1969 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1586 1970
1587// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1971// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1701,6 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
1701 2085
1702 /// <summary> 2086 /// <summary>
1703 /// Do a physics propery update for this part. 2087 /// Do a physics propery update for this part.
2088 /// now also updates phantom and volume detector
1704 /// </summary> 2089 /// </summary>
1705 /// <param name="UsePhysics"></param> 2090 /// <param name="UsePhysics"></param>
1706 /// <param name="isNew"></param> 2091 /// <param name="isNew"></param>
@@ -1726,61 +2111,69 @@ namespace OpenSim.Region.Framework.Scenes
1726 { 2111 {
1727 if (pa.IsPhysical) // implies UsePhysics==false for this block 2112 if (pa.IsPhysical) // implies UsePhysics==false for this block
1728 { 2113 {
1729 if (!isNew) 2114 if (!isNew) // implies UsePhysics==false for this block
2115 {
1730 ParentGroup.Scene.RemovePhysicalPrim(1); 2116 ParentGroup.Scene.RemovePhysicalPrim(1);
1731 2117
1732 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2118 Velocity = new Vector3(0, 0, 0);
1733 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2119 Acceleration = new Vector3(0, 0, 0);
1734 pa.delink(); 2120 if (ParentGroup.RootPart == this)
2121 AngularVelocity = new Vector3(0, 0, 0);
1735 2122
1736 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2123 if (pa.Phantom && !VolumeDetectActive)
1737 { 2124 {
1738 // destroy all joints connected to this now deactivated body 2125 RemoveFromPhysics();
1739 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2126 return;
1740 } 2127 }
1741 2128
1742 // stop client-side interpolation of all joint proxy objects that have just been deleted 2129 pa.IsPhysical = UsePhysics;
1743 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2130 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1744 // which stops client-side interpolation of deactivated joint proxy objects. 2131 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2132 pa.delink();
2133 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2134 {
2135 // destroy all joints connected to this now deactivated body
2136 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2137 }
2138 }
1745 } 2139 }
1746 2140
1747 if (!UsePhysics && !isNew) 2141 if (pa.IsPhysical != UsePhysics)
1748 { 2142 pa.IsPhysical = UsePhysics;
1749 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1750 // prim still has velocity and continues to interpolate its position along the old
1751 // velocity-vector.
1752 Velocity = new Vector3(0, 0, 0);
1753 Acceleration = new Vector3(0, 0, 0);
1754 AngularVelocity = new Vector3(0, 0, 0);
1755 //RotationalVelocity = new Vector3(0, 0, 0);
1756 }
1757 2143
1758 pa.IsPhysical = UsePhysics; 2144 if (UsePhysics)
2145 {
2146 if (ParentGroup.RootPart.KeyframeMotion != null)
2147 ParentGroup.RootPart.KeyframeMotion.Stop();
2148 ParentGroup.RootPart.KeyframeMotion = null;
2149 ParentGroup.Scene.AddPhysicalPrim(1);
1759 2150
1760 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2151 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1761 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2152 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1762 /// that's not wholesome. Had to make Scene public
1763 //PhysActor = null;
1764 2153
1765 if ((Flags & PrimFlags.Phantom) == 0) 2154 if (ParentID != 0 && ParentID != LocalId)
1766 {
1767 if (UsePhysics)
1768 { 2155 {
1769 ParentGroup.Scene.AddPhysicalPrim(1); 2156 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1770 2157
1771 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2158 if (parentPa != null)
1772 pa.OnOutOfBounds += PhysicsOutOfBounds;
1773 if (ParentID != 0 && ParentID != LocalId)
1774 { 2159 {
1775 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2160 pa.link(parentPa);
1776
1777 if (parentPa != null)
1778 {
1779 pa.link(parentPa);
1780 }
1781 } 2161 }
1782 } 2162 }
1783 } 2163 }
2164 }
2165
2166 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2167 if (pa.Phantom != phan)
2168 pa.Phantom = phan;
2169
2170// some engines dont' have this check still
2171// if (VolumeDetectActive != pa.IsVolumeDtc)
2172 {
2173 if (VolumeDetectActive)
2174 pa.SetVolumeDetect(1);
2175 else
2176 pa.SetVolumeDetect(0);
1784 } 2177 }
1785 2178
1786 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2179 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1899,12 +2292,26 @@ namespace OpenSim.Region.Framework.Scenes
1899 2292
1900 public Vector3 GetGeometricCenter() 2293 public Vector3 GetGeometricCenter()
1901 { 2294 {
1902 PhysicsActor pa = PhysActor; 2295 // this is not real geometric center but a average of positions relative to root prim acording to
1903 2296 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1904 if (pa != null) 2297 // ignoring tortured prims details since sl also seems to ignore
1905 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2298 // so no real use in doing it on physics
1906 else 2299 if (ParentGroup.IsDeleted)
1907 return new Vector3(0, 0, 0); 2300 return new Vector3(0, 0, 0);
2301
2302 return ParentGroup.GetGeometricCenter();
2303
2304 /*
2305 PhysicsActor pa = PhysActor;
2306
2307 if (pa != null)
2308 {
2309 Vector3 vtmp = pa.CenterOfMass;
2310 return vtmp;
2311 }
2312 else
2313 return new Vector3(0, 0, 0);
2314 */
1908 } 2315 }
1909 2316
1910 public float GetMass() 2317 public float GetMass()
@@ -1917,14 +2324,43 @@ namespace OpenSim.Region.Framework.Scenes
1917 return 0; 2324 return 0;
1918 } 2325 }
1919 2326
1920 public Vector3 GetForce() 2327 public Vector3 GetCenterOfMass()
1921 { 2328 {
2329 if (ParentGroup.RootPart == this)
2330 {
2331 if (ParentGroup.IsDeleted)
2332 return AbsolutePosition;
2333 return ParentGroup.GetCenterOfMass();
2334 }
2335
1922 PhysicsActor pa = PhysActor; 2336 PhysicsActor pa = PhysActor;
1923 2337
1924 if (pa != null) 2338 if (pa != null)
1925 return pa.Force; 2339 {
2340 Vector3 tmp = pa.CenterOfMass;
2341 return tmp;
2342 }
1926 else 2343 else
1927 return Vector3.Zero; 2344 return AbsolutePosition;
2345 }
2346
2347 public Vector3 GetPartCenterOfMass()
2348 {
2349 PhysicsActor pa = PhysActor;
2350
2351 if (pa != null)
2352 {
2353 Vector3 tmp = pa.CenterOfMass;
2354 return tmp;
2355 }
2356 else
2357 return AbsolutePosition;
2358 }
2359
2360
2361 public Vector3 GetForce()
2362 {
2363 return Force;
1928 } 2364 }
1929 2365
1930 /// <summary> 2366 /// <summary>
@@ -2560,9 +2996,9 @@ namespace OpenSim.Region.Framework.Scenes
2560 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2996 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2561 2997
2562 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2998 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2563 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2999 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 3000 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 3001 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2566 { 3002 {
2567 ParentGroup.AbsolutePosition = newpos; 3003 ParentGroup.AbsolutePosition = newpos;
2568 return; 3004 return;
@@ -2584,17 +3020,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 3020 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 3021 //Prim's inventory doesn't support non script items yet
2586 3022
2587 lock (TaskInventory) 3023 TaskInventory.LockItemsForRead(true);
3024
3025 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 3026 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3027 if (item.Value.Name == sound)
2590 { 3028 {
2591 if (item.Value.Name == sound) 3029 soundID = item.Value.ItemID;
2592 { 3030 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 3031 }
2597 } 3032 }
3033
3034 TaskInventory.LockItemsForRead(false);
2598 } 3035 }
2599 3036
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 3037 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2717,6 +3154,19 @@ namespace OpenSim.Region.Framework.Scenes
2717 APIDTarget = Quaternion.Identity; 3154 APIDTarget = Quaternion.Identity;
2718 } 3155 }
2719 3156
3157
3158
3159 public void ScheduleFullUpdateIfNone()
3160 {
3161 if (ParentGroup == null)
3162 return;
3163
3164// ??? ParentGroup.HasGroupChanged = true;
3165
3166 if (UpdateFlag != UpdateRequired.FULL)
3167 ScheduleFullUpdate();
3168 }
3169
2720 /// <summary> 3170 /// <summary>
2721 /// Schedules this prim for a full update 3171 /// Schedules this prim for a full update
2722 /// </summary> 3172 /// </summary>
@@ -2918,8 +3368,8 @@ namespace OpenSim.Region.Framework.Scenes
2918 { 3368 {
2919 const float ROTATION_TOLERANCE = 0.01f; 3369 const float ROTATION_TOLERANCE = 0.01f;
2920 const float VELOCITY_TOLERANCE = 0.001f; 3370 const float VELOCITY_TOLERANCE = 0.001f;
2921 const float POSITION_TOLERANCE = 0.05f; 3371 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2922 const int TIME_MS_TOLERANCE = 3000; 3372 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2923 3373
2924 switch (UpdateFlag) 3374 switch (UpdateFlag)
2925 { 3375 {
@@ -2981,17 +3431,16 @@ namespace OpenSim.Region.Framework.Scenes
2981 if (!UUID.TryParse(sound, out soundID)) 3431 if (!UUID.TryParse(sound, out soundID))
2982 { 3432 {
2983 // search sound file from inventory 3433 // search sound file from inventory
2984 lock (TaskInventory) 3434 TaskInventory.LockItemsForRead(true);
3435 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2985 { 3436 {
2986 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3437 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2987 { 3438 {
2988 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3439 soundID = item.Value.ItemID;
2989 { 3440 break;
2990 soundID = item.Value.ItemID;
2991 break;
2992 }
2993 } 3441 }
2994 } 3442 }
3443 TaskInventory.LockItemsForRead(false);
2995 } 3444 }
2996 3445
2997 if (soundID == UUID.Zero) 3446 if (soundID == UUID.Zero)
@@ -3076,10 +3525,13 @@ namespace OpenSim.Region.Framework.Scenes
3076 3525
3077 public void SetBuoyancy(float fvalue) 3526 public void SetBuoyancy(float fvalue)
3078 { 3527 {
3079 PhysicsActor pa = PhysActor; 3528 Buoyancy = fvalue;
3080 3529/*
3081 if (pa != null) 3530 if (PhysActor != null)
3082 pa.Buoyancy = fvalue; 3531 {
3532 PhysActor.Buoyancy = fvalue;
3533 }
3534 */
3083 } 3535 }
3084 3536
3085 public void SetDieAtEdge(bool p) 3537 public void SetDieAtEdge(bool p)
@@ -3095,47 +3547,111 @@ namespace OpenSim.Region.Framework.Scenes
3095 PhysicsActor pa = PhysActor; 3547 PhysicsActor pa = PhysActor;
3096 3548
3097 if (pa != null) 3549 if (pa != null)
3098 pa.FloatOnWater = floatYN == 1; 3550 pa.FloatOnWater = (floatYN == 1);
3099 } 3551 }
3100 3552
3101 public void SetForce(Vector3 force) 3553 public void SetForce(Vector3 force)
3102 { 3554 {
3103 PhysicsActor pa = PhysActor; 3555 Force = force;
3556 }
3104 3557
3105 if (pa != null) 3558 public SOPVehicle sopVehicle
3106 pa.Force = force; 3559 {
3560 get
3561 {
3562 return m_vehicle;
3563 }
3564 set
3565 {
3566 m_vehicle = value;
3567 }
3568 }
3569
3570
3571 public int VehicleType
3572 {
3573 get
3574 {
3575 if (m_vehicle == null)
3576 return (int)Vehicle.TYPE_NONE;
3577 else
3578 return (int)m_vehicle.Type;
3579 }
3580 set
3581 {
3582 SetVehicleType(value);
3583 }
3107 } 3584 }
3108 3585
3109 public void SetVehicleType(int type) 3586 public void SetVehicleType(int type)
3110 { 3587 {
3111 PhysicsActor pa = PhysActor; 3588 m_vehicle = null;
3589
3590 if (type == (int)Vehicle.TYPE_NONE)
3591 {
3592 if (_parentID ==0 && PhysActor != null)
3593 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3594 return;
3595 }
3596 m_vehicle = new SOPVehicle();
3597 m_vehicle.ProcessTypeChange((Vehicle)type);
3598 {
3599 if (_parentID ==0 && PhysActor != null)
3600 PhysActor.VehicleType = type;
3601 return;
3602 }
3603 }
3112 3604
3113 if (pa != null) 3605 public void SetVehicleFlags(int param, bool remove)
3114 pa.VehicleType = type; 3606 {
3607 if (m_vehicle == null)
3608 return;
3609
3610 m_vehicle.ProcessVehicleFlags(param, remove);
3611
3612 if (_parentID ==0 && PhysActor != null)
3613 {
3614 PhysActor.VehicleFlags(param, remove);
3615 }
3115 } 3616 }
3116 3617
3117 public void SetVehicleFloatParam(int param, float value) 3618 public void SetVehicleFloatParam(int param, float value)
3118 { 3619 {
3119 PhysicsActor pa = PhysActor; 3620 if (m_vehicle == null)
3621 return;
3120 3622
3121 if (pa != null) 3623 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3122 pa.VehicleFloatParam(param, value); 3624
3625 if (_parentID == 0 && PhysActor != null)
3626 {
3627 PhysActor.VehicleFloatParam(param, value);
3628 }
3123 } 3629 }
3124 3630
3125 public void SetVehicleVectorParam(int param, Vector3 value) 3631 public void SetVehicleVectorParam(int param, Vector3 value)
3126 { 3632 {
3127 PhysicsActor pa = PhysActor; 3633 if (m_vehicle == null)
3634 return;
3128 3635
3129 if (pa != null) 3636 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3130 pa.VehicleVectorParam(param, value); 3637
3638 if (_parentID == 0 && PhysActor != null)
3639 {
3640 PhysActor.VehicleVectorParam(param, value);
3641 }
3131 } 3642 }
3132 3643
3133 public void SetVehicleRotationParam(int param, Quaternion rotation) 3644 public void SetVehicleRotationParam(int param, Quaternion rotation)
3134 { 3645 {
3135 PhysicsActor pa = PhysActor; 3646 if (m_vehicle == null)
3647 return;
3136 3648
3137 if (pa != null) 3649 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3138 pa.VehicleRotationParam(param, rotation); 3650
3651 if (_parentID == 0 && PhysActor != null)
3652 {
3653 PhysActor.VehicleRotationParam(param, rotation);
3654 }
3139 } 3655 }
3140 3656
3141 /// <summary> 3657 /// <summary>
@@ -3319,14 +3835,6 @@ namespace OpenSim.Region.Framework.Scenes
3319 hasProfileCut = hasDimple; // is it the same thing? 3835 hasProfileCut = hasDimple; // is it the same thing?
3320 } 3836 }
3321 3837
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 PhysicsActor pa = PhysActor;
3325
3326 if (pa != null)
3327 pa.VehicleFlags(param, remove);
3328 }
3329
3330 public void SetGroup(UUID groupID, IClientAPI client) 3838 public void SetGroup(UUID groupID, IClientAPI client)
3331 { 3839 {
3332 // Scene.AddNewPrims() calls with client == null so can't use this. 3840 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3430,68 +3938,18 @@ namespace OpenSim.Region.Framework.Scenes
3430 //ParentGroup.ScheduleGroupForFullUpdate(); 3938 //ParentGroup.ScheduleGroupForFullUpdate();
3431 } 3939 }
3432 3940
3433 public void StoreUndoState() 3941 public void StoreUndoState(ObjectChangeType change)
3434 { 3942 {
3435 StoreUndoState(false); 3943 if (m_UndoRedo == null)
3436 } 3944 m_UndoRedo = new UndoRedoState(5);
3437 3945
3438 public void StoreUndoState(bool forGroup) 3946 lock (m_UndoRedo)
3439 {
3440 if (!Undoing)
3441 { 3947 {
3442 if (!IgnoreUndoUpdate) 3948 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3443 { 3949 {
3444 if (ParentGroup != null) 3950 m_UndoRedo.StoreUndo(this, change);
3445 {
3446 lock (m_undo)
3447 {
3448 if (m_undo.Count > 0)
3449 {
3450 UndoState last = m_undo.Peek();
3451 if (last != null)
3452 {
3453 // TODO: May need to fix for group comparison
3454 if (last.Compare(this))
3455 {
3456 // m_log.DebugFormat(
3457 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3458 // Name, LocalId, m_undo.Count);
3459
3460 return;
3461 }
3462 }
3463 }
3464
3465 // m_log.DebugFormat(
3466 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3467 // Name, LocalId, forGroup, m_undo.Count);
3468
3469 if (ParentGroup.GetSceneMaxUndo() > 0)
3470 {
3471 UndoState nUndo = new UndoState(this, forGroup);
3472
3473 m_undo.Push(nUndo);
3474
3475 if (m_redo.Count > 0)
3476 m_redo.Clear();
3477
3478 // m_log.DebugFormat(
3479 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3480 // Name, LocalId, forGroup, m_undo.Count);
3481 }
3482 }
3483 }
3484 } 3951 }
3485// else
3486// {
3487// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3488// }
3489 } 3952 }
3490// else
3491// {
3492// m_log.DebugFormat(
3493// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3494// }
3495 } 3953 }
3496 3954
3497 /// <summary> 3955 /// <summary>
@@ -3501,84 +3959,46 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3959 {
3502 get 3960 get
3503 { 3961 {
3504 lock (m_undo) 3962 if (m_UndoRedo == null)
3505 return m_undo.Count; 3963 return 0;
3964 return m_UndoRedo.Count;
3506 } 3965 }
3507 } 3966 }
3508 3967
3509 public void Undo() 3968 public void Undo()
3510 { 3969 {
3511 lock (m_undo) 3970 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3512 { 3971 return;
3513// m_log.DebugFormat(
3514// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3515// Name, LocalId, m_undo.Count);
3516
3517 if (m_undo.Count > 0)
3518 {
3519 UndoState goback = m_undo.Pop();
3520
3521 if (goback != null)
3522 {
3523 UndoState nUndo = null;
3524
3525 if (ParentGroup.GetSceneMaxUndo() > 0)
3526 {
3527 nUndo = new UndoState(this, goback.ForGroup);
3528 }
3529
3530 goback.PlaybackState(this);
3531
3532 if (nUndo != null)
3533 m_redo.Push(nUndo);
3534 }
3535 }
3536 3972
3537// m_log.DebugFormat( 3973 lock (m_UndoRedo)
3538// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3974 {
3539// Name, LocalId, m_undo.Count); 3975 Undoing = true;
3976 m_UndoRedo.Undo(this);
3977 Undoing = false;
3540 } 3978 }
3541 } 3979 }
3542 3980
3543 public void Redo() 3981 public void Redo()
3544 { 3982 {
3545 lock (m_undo) 3983 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3546 { 3984 return;
3547// m_log.DebugFormat(
3548// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3549// Name, LocalId, m_redo.Count);
3550
3551 if (m_redo.Count > 0)
3552 {
3553 UndoState gofwd = m_redo.Pop();
3554
3555 if (gofwd != null)
3556 {
3557 if (ParentGroup.GetSceneMaxUndo() > 0)
3558 {
3559 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3560
3561 m_undo.Push(nUndo);
3562 }
3563
3564 gofwd.PlayfwdState(this);
3565 }
3566 3985
3567// m_log.DebugFormat( 3986 lock (m_UndoRedo)
3568// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3987 {
3569// Name, LocalId, m_redo.Count); 3988 Undoing = true;
3570 } 3989 m_UndoRedo.Redo(this);
3990 Undoing = false;
3571 } 3991 }
3572 } 3992 }
3573 3993
3574 public void ClearUndoState() 3994 public void ClearUndoState()
3575 { 3995 {
3576// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3996 if (m_UndoRedo == null || Undoing)
3997 return;
3577 3998
3578 lock (m_undo) 3999 lock (m_UndoRedo)
3579 { 4000 {
3580 m_undo.Clear(); 4001 m_UndoRedo.Clear();
3581 m_redo.Clear();
3582 } 4002 }
3583 } 4003 }
3584 4004
@@ -4208,6 +4628,27 @@ namespace OpenSim.Region.Framework.Scenes
4208 } 4628 }
4209 } 4629 }
4210 4630
4631
4632 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4633 {
4634 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4635 return;
4636
4637 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4638 {
4639 PhysicsShapeType = (byte)physdata.PhysShapeType;
4640
4641 }
4642
4643 if(Density != physdata.Density)
4644 Density = physdata.Density;
4645 if(GravityModifier != physdata.GravitationModifier)
4646 GravityModifier = physdata.GravitationModifier;
4647 if(Friction != physdata.Friction)
4648 Friction = physdata.Friction;
4649 if(Bounciness != physdata.Bounce)
4650 Bounciness = physdata.Bounce;
4651 }
4211 /// <summary> 4652 /// <summary>
4212 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4653 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4213 /// </summary> 4654 /// </summary>
@@ -4215,7 +4656,7 @@ namespace OpenSim.Region.Framework.Scenes
4215 /// <param name="SetTemporary"></param> 4656 /// <param name="SetTemporary"></param>
4216 /// <param name="SetPhantom"></param> 4657 /// <param name="SetPhantom"></param>
4217 /// <param name="SetVD"></param> 4658 /// <param name="SetVD"></param>
4218 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4659 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4219 { 4660 {
4220 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4661 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4221 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4662 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4225,219 +4666,205 @@ namespace OpenSim.Region.Framework.Scenes
4225 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4666 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4226 return; 4667 return;
4227 4668
4228 PhysicsActor pa = PhysActor; 4669 VolumeDetectActive = SetVD;
4229
4230 // Special cases for VD. VD can only be called from a script
4231 // and can't be combined with changes to other states. So we can rely
4232 // that...
4233 // ... if VD is changed, all others are not.
4234 // ... if one of the others is changed, VD is not.
4235 if (SetVD) // VD is active, special logic applies
4236 {
4237 // State machine logic for VolumeDetect
4238 // More logic below
4239 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4240
4241 if (phanReset) // Phantom changes from on to off switch VD off too
4242 {
4243 SetVD = false; // Switch it of for the course of this routine
4244 VolumeDetectActive = false; // and also permanently
4245
4246 if (pa != null)
4247 pa.SetVolumeDetect(0); // Let physics know about it too
4248 }
4249 else
4250 {
4251 // If volumedetect is active we don't want phantom to be applied.
4252 // If this is a new call to VD out of the state "phantom"
4253 // this will also cause the prim to be visible to physics
4254 SetPhantom = false;
4255 }
4256 }
4257 4670
4258 if (UsePhysics && IsJoint()) 4671 // volume detector implies phantom
4259 { 4672 if (VolumeDetectActive)
4260 SetPhantom = true; 4673 SetPhantom = true;
4261 }
4262 4674
4263 if (UsePhysics) 4675 if (UsePhysics)
4264 {
4265 AddFlag(PrimFlags.Physics); 4676 AddFlag(PrimFlags.Physics);
4266 if (!wasUsingPhysics)
4267 {
4268 DoPhysicsPropertyUpdate(UsePhysics, false);
4269
4270 if (!ParentGroup.IsDeleted)
4271 {
4272 if (LocalId == ParentGroup.RootPart.LocalId)
4273 {
4274 ParentGroup.CheckSculptAndLoad();
4275 }
4276 }
4277 }
4278 }
4279 else 4677 else
4280 {
4281 RemFlag(PrimFlags.Physics); 4678 RemFlag(PrimFlags.Physics);
4282 if (wasUsingPhysics)
4283 {
4284 DoPhysicsPropertyUpdate(UsePhysics, false);
4285 }
4286 }
4287 4679
4288 if (SetPhantom 4680 if (SetPhantom)
4289 || ParentGroup.IsAttachment
4290 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4291 {
4292 AddFlag(PrimFlags.Phantom); 4681 AddFlag(PrimFlags.Phantom);
4682 else
4683 RemFlag(PrimFlags.Phantom);
4293 4684
4294 if (PhysActor != null) 4685 if (SetTemporary)
4686 AddFlag(PrimFlags.TemporaryOnRez);
4687 else
4688 RemFlag(PrimFlags.TemporaryOnRez);
4689
4690
4691 if (ParentGroup.Scene == null)
4692 return;
4693
4694 PhysicsActor pa = PhysActor;
4695
4696 if (pa != null && building && pa.Building != building)
4697 pa.Building = building;
4698
4699 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4700 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4701 {
4702 if (pa != null)
4295 { 4703 {
4704 ParentGroup.Scene.RemovePhysicalPrim(1);
4296 RemoveFromPhysics(); 4705 RemoveFromPhysics();
4297 pa = null;
4298 } 4706 }
4707
4708 Velocity = new Vector3(0, 0, 0);
4709 Acceleration = new Vector3(0, 0, 0);
4710 if (ParentGroup.RootPart == this)
4711 AngularVelocity = new Vector3(0, 0, 0);
4299 } 4712 }
4300 else // Not phantom 4713 else
4301 { 4714 {
4302 RemFlag(PrimFlags.Phantom); 4715 if (ParentGroup.Scene.CollidablePrims)
4303
4304 if (ParentGroup.Scene == null)
4305 return;
4306
4307 if (ParentGroup.Scene.CollidablePrims && pa == null)
4308 { 4716 {
4309 pa = AddToPhysics(UsePhysics); 4717 if (pa == null)
4310
4311 if (pa != null)
4312 { 4718 {
4313 pa.SetMaterial(Material); 4719 AddToPhysics(UsePhysics, SetPhantom, building , false);
4314 DoPhysicsPropertyUpdate(UsePhysics, true); 4720 pa = PhysActor;
4315 4721
4316 if (!ParentGroup.IsDeleted) 4722 if (pa != null)
4317 { 4723 {
4318 if (LocalId == ParentGroup.RootPart.LocalId) 4724 if (
4725// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4726// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4727// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4728// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4729// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4730// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4731 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4732// (CollisionSound != UUID.Zero)
4733 )
4319 { 4734 {
4320 ParentGroup.CheckSculptAndLoad(); 4735 pa.OnCollisionUpdate += PhysicsCollision;
4736 pa.SubscribeEvents(1000);
4321 } 4737 }
4322 } 4738 }
4323
4324 if (
4325 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4326 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4329 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4330 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4331 (CollisionSound != UUID.Zero)
4332 )
4333 {
4334 pa.OnCollisionUpdate += PhysicsCollision;
4335 pa.SubscribeEvents(1000);
4336 }
4337 } 4739 }
4338 } 4740 else // it already has a physical representation
4339 else // it already has a physical representation
4340 {
4341 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4342
4343 if (!ParentGroup.IsDeleted)
4344 { 4741 {
4345 if (LocalId == ParentGroup.RootPart.LocalId) 4742 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4346 { 4743 /* moved into DoPhysicsPropertyUpdate
4347 ParentGroup.CheckSculptAndLoad(); 4744 if(VolumeDetectActive)
4348 } 4745 pa.SetVolumeDetect(1);
4746 else
4747 pa.SetVolumeDetect(0);
4748 */
4749 if (pa.Building != building)
4750 pa.Building = building;
4349 } 4751 }
4350 } 4752 }
4351 } 4753 }
4352
4353 if (SetVD)
4354 {
4355 // If the above logic worked (this is urgent candidate to unit tests!)
4356 // we now have a physicsactor.
4357 // Defensive programming calls for a check here.
4358 // Better would be throwing an exception that could be catched by a unit test as the internal
4359 // logic should make sure, this Physactor is always here.
4360 if (pa != null)
4361 {
4362 pa.SetVolumeDetect(1);
4363 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4364 VolumeDetectActive = true;
4365 }
4366 }
4367 else
4368 {
4369 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4370 // (mumbles, well, at least if you have infinte CPU powers :-))
4371 if (pa != null)
4372 pa.SetVolumeDetect(0);
4373
4374 VolumeDetectActive = false;
4375 }
4376
4377 if (SetTemporary)
4378 {
4379 AddFlag(PrimFlags.TemporaryOnRez);
4380 }
4381 else
4382 {
4383 RemFlag(PrimFlags.TemporaryOnRez);
4384 }
4385 4754
4386 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4755 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4387 4756
4757 // and last in case we have a new actor and not building
4758
4388 if (ParentGroup != null) 4759 if (ParentGroup != null)
4389 { 4760 {
4390 ParentGroup.HasGroupChanged = true; 4761 ParentGroup.HasGroupChanged = true;
4391 ScheduleFullUpdate(); 4762 ScheduleFullUpdate();
4392 } 4763 }
4393 4764
4394// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4765// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4395 } 4766 }
4396 4767
4397 /// <summary> 4768 /// <summary>
4398 /// Adds this part to the physics scene. 4769 /// Adds this part to the physics scene.
4770 /// and sets the PhysActor property
4399 /// </summary> 4771 /// </summary>
4400 /// <remarks>This method also sets the PhysActor property.</remarks> 4772 /// <param name="isPhysical">Add this prim as physical.</param>
4401 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4773 /// <param name="isPhantom">Add this prim as phantom.</param>
4402 /// <returns> 4774 /// <param name="building">tells physics to delay full construction of object</param>
4403 /// The physics actor. null if there was a failure. 4775 /// <param name="applyDynamics">applies velocities, force and torque</param>
4404 /// </returns> 4776 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4405 private PhysicsActor AddToPhysics(bool rigidBody) 4777 {
4406 {
4407 PhysicsActor pa; 4778 PhysicsActor pa;
4408 4779
4780 Vector3 velocity = Velocity;
4781 Vector3 rotationalVelocity = AngularVelocity;;
4782
4409 try 4783 try
4410 { 4784 {
4411 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4785 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4412 string.Format("{0}/{1}", Name, UUID), 4786 string.Format("{0}/{1}", Name, UUID),
4413 Shape, 4787 Shape,
4414 AbsolutePosition, 4788 AbsolutePosition,
4415 Scale, 4789 Scale,
4416 RotationOffset, 4790 GetWorldRotation(),
4417 rigidBody, 4791 isPhysical,
4418 m_localId); 4792 isPhantom,
4793 PhysicsShapeType,
4794 m_localId);
4419 } 4795 }
4420 catch 4796 catch (Exception ex)
4421 { 4797 {
4422 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4798 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4423 pa = null; 4799 pa = null;
4424 } 4800 }
4425 4801
4426 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4427 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4428 // being set.
4429 PhysActor = pa;
4430
4431 // Basic Physics can also return null as well as an exception catch.
4432 if (pa != null) 4802 if (pa != null)
4433 { 4803 {
4434 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4804 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4435 pa.SetMaterial(Material); 4805 pa.SetMaterial(Material);
4436 DoPhysicsPropertyUpdate(rigidBody, true); 4806
4807 if (VolumeDetectActive) // change if not the default only
4808 pa.SetVolumeDetect(1);
4809
4810 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4811 m_vehicle.SetVehicle(pa);
4812
4813 // we are going to tell rest of code about physics so better have this here
4814 PhysActor = pa;
4815
4816 // DoPhysicsPropertyUpdate(isPhysical, true);
4817 // lets expand it here just with what it really needs to do
4818
4819 if (isPhysical)
4820 {
4821 if (ParentGroup.RootPart.KeyframeMotion != null)
4822 ParentGroup.RootPart.KeyframeMotion.Stop();
4823 ParentGroup.RootPart.KeyframeMotion = null;
4824 ParentGroup.Scene.AddPhysicalPrim(1);
4825
4826 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4827 pa.OnOutOfBounds += PhysicsOutOfBounds;
4828
4829 if (ParentID != 0 && ParentID != LocalId)
4830 {
4831 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4832
4833 if (parentPa != null)
4834 {
4835 pa.link(parentPa);
4836 }
4837 }
4838 }
4839
4840 if (applyDynamics)
4841 // do independent of isphysical so parameters get setted (at least some)
4842 {
4843 Velocity = velocity;
4844 AngularVelocity = rotationalVelocity;
4845// pa.Velocity = velocity;
4846 pa.RotationalVelocity = rotationalVelocity;
4847
4848 // if not vehicle and root part apply force and torque
4849 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4850 && LocalId == ParentGroup.RootPart.LocalId)
4851 {
4852 pa.Force = Force;
4853 pa.Torque = Torque;
4854 }
4855 }
4856
4857 if (Shape.SculptEntry)
4858 CheckSculptAndLoad();
4859 else
4860 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4861
4862 if (!building)
4863 pa.Building = false;
4437 } 4864 }
4438 4865
4439 return pa; 4866 PhysActor = pa;
4440 } 4867 }
4441 4868
4442 /// <summary> 4869 /// <summary>
4443 /// This removes the part from the physics scene. 4870 /// This removes the part from the physics scene.
@@ -4644,33 +5071,28 @@ namespace OpenSim.Region.Framework.Scenes
4644 } 5071 }
4645 5072
4646 PhysicsActor pa = PhysActor; 5073 PhysicsActor pa = PhysActor;
4647 5074 if (pa != null)
4648 if (
4649 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4650 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4651 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4652 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4653 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4654 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4655 (CollisionSound != UUID.Zero)
4656 )
4657 { 5075 {
4658 // subscribe to physics updates. 5076 if (
4659 if (pa != null) 5077// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5078// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5079// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5080// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5081// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5082// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5083 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5084 )
4660 { 5085 {
5086 // subscribe to physics updates.
4661 pa.OnCollisionUpdate += PhysicsCollision; 5087 pa.OnCollisionUpdate += PhysicsCollision;
4662 pa.SubscribeEvents(1000); 5088 pa.SubscribeEvents(1000);
4663 } 5089 }
4664 } 5090 else
4665 else
4666 {
4667 if (pa != null)
4668 { 5091 {
4669 pa.UnSubscribeEvents(); 5092 pa.UnSubscribeEvents();
4670 pa.OnCollisionUpdate -= PhysicsCollision; 5093 pa.OnCollisionUpdate -= PhysicsCollision;
4671 } 5094 }
4672 } 5095 }
4673
4674 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5096 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4675 //{ 5097 //{
4676 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5098 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4797,5 +5219,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 5219 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5220 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 5221 }
5222
5223 public void ResetOwnerChangeFlag()
5224 {
5225 List<UUID> inv = Inventory.GetInventoryList();
5226
5227 foreach (UUID itemID in inv)
5228 {
5229 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5230 item.OwnerChanged = false;
5231 Inventory.UpdateInventoryItem(item, false, false);
5232 }
5233 }
4800 } 5234 }
4801} 5235}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3734e03..141cf66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 488 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,10 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804 group.RootPart.AttachRotation = group.GroupRotation;
805
624 group.ResetIDs(); 806 group.ResetIDs();
625 807
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 808 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
695 877
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 879 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
699 if (it != null) 881
882 if (m_items.ContainsKey(item.ItemID))
700 { 883 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 884// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 885
@@ -709,14 +892,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 892 item.GroupID = m_part.GroupID;
710 893
711 if (item.AssetID == UUID.Zero) 894 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 895 item.AssetID = m_items[item.ItemID].AssetID;
713 896
714 lock (m_items) 897 m_items[item.ItemID] = item;
715 { 898 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 899 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 900 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 901
@@ -725,7 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 904 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 905 m_part.ParentGroup.HasGroupChanged = true;
727 } 906 }
728 907 m_items.LockItemsForWrite(false);
729 return true; 908 return true;
730 } 909 }
731 else 910 else
@@ -736,8 +915,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 915 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 916 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 917 }
739 return false; 918 m_items.LockItemsForWrite(false);
740 919
920 return false;
741 } 921 }
742 922
743 /// <summary> 923 /// <summary>
@@ -748,43 +928,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 928 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 929 public int RemoveInventoryItem(UUID itemID)
750 { 930 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 931 m_items.LockItemsForRead(true);
752 if (item != null) 932
933 if (m_items.ContainsKey(itemID))
753 { 934 {
754 int type = m_items[itemID].InvType; 935 int type = m_items[itemID].InvType;
936 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 937 if (type == 10) // Script
756 { 938 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 939 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 940 }
941 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 942 m_items.Remove(itemID);
943 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 944 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 945 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 946
764 HasInventoryChanged = true; 947 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 948 m_part.ParentGroup.HasGroupChanged = true;
766 949
767 if (!ContainsScripts()) 950 int scriptcount = 0;
951 m_items.LockItemsForRead(true);
952 foreach (TaskInventoryItem item in m_items.Values)
953 {
954 if (item.Type == 10)
955 {
956 scriptcount++;
957 }
958 }
959 m_items.LockItemsForRead(false);
960
961
962 if (scriptcount <= 0)
963 {
768 m_part.RemFlag(PrimFlags.Scripted); 964 m_part.RemFlag(PrimFlags.Scripted);
965 }
769 966
770 m_part.ScheduleFullUpdate(); 967 m_part.ScheduleFullUpdate();
771 968
772 return type; 969 return type;
773
774 } 970 }
775 else 971 else
776 { 972 {
973 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 974 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 975 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 976 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 977 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 978 }
783 979
784 return -1; 980 return -1;
785 } 981 }
786 982
787 private bool CreateInventoryFile() 983 private bool CreateInventoryFileName()
788 { 984 {
789// m_log.DebugFormat( 985// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 986// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +989,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 989 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 990 m_inventoryFileNameSerial < m_inventorySerial)
795 { 991 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 992 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 993 m_inventoryFileNameSerial = m_inventorySerial;
799 994
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 995 return true;
996 }
997
998 return false;
999 }
1000
1001 /// <summary>
1002 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1003 /// </summary>
1004 /// <param name="xferManager"></param>
1005 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1006 {
1007 bool changed = CreateInventoryFileName();
1008
1009 bool includeAssets = false;
1010 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1011 includeAssets = true;
1012
1013 if (m_inventoryPrivileged != includeAssets)
1014 changed = true;
1015
1016 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1017
1018 Items.LockItemsForRead(true);
1019
1020 if (m_inventorySerial == 0) // No inventory
1021 {
1022 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1023 Items.LockItemsForRead(false);
1024 return;
1025 }
801 1026
802 lock (m_items) 1027 if (m_items.Count == 0) // No inventory
1028 {
1029 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1030 Items.LockItemsForRead(false);
1031 return;
1032 }
1033
1034 if (!changed)
1035 {
1036 if (m_inventoryFileData.Length > 2)
803 { 1037 {
804 foreach (TaskInventoryItem item in m_items.Values) 1038 xferManager.AddNewFile(m_inventoryFileName,
805 { 1039 m_inventoryFileData);
806// m_log.DebugFormat( 1040 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1041 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1042
810 UUID ownerID = item.OwnerID; 1043 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1044 return;
812 uint baseMask = item.BasePermissions; 1045 }
813 uint ownerMask = item.CurrentPermissions; 1046 }
814 uint groupMask = item.GroupPermissions;
815 1047
816 invString.AddItemStart(); 1048 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1049
820 invString.AddPermissionsStart(); 1050 foreach (TaskInventoryItem item in m_items.Values)
1051 {
1052 UUID ownerID = item.OwnerID;
1053 uint everyoneMask = 0;
1054 uint baseMask = item.BasePermissions;
1055 uint ownerMask = item.CurrentPermissions;
1056 uint groupMask = item.GroupPermissions;
821 1057
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1058 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1059 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1060 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1061
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1062 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1063
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1064 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1065 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1066 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1067 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1068 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1069
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1070 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1071 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1072
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1073 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1074
841 invString.AddSaleStart(); 1075 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1076 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1077
846 invString.AddNameValueLine("name", item.Name + "|"); 1078 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1079 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1080 else
1081 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1082 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1083 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1084 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1085
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1086 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1087 invString.AddNameValueLine("sale_type", "not");
851 } 1088 invString.AddNameValueLine("sale_price", "0");
852 } 1089 invString.AddSectionEnd();
853 1090
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1091 invString.AddNameValueLine("name", item.Name + "|");
1092 invString.AddNameValueLine("desc", item.Description + "|");
855 1093
856 return true; 1094 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1095 invString.AddSectionEnd();
857 } 1096 }
858 1097
859 // No need to recreate, the existing file is fine 1098 Items.LockItemsForRead(false);
860 return false;
861 }
862 1099
863 /// <summary> 1100 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1101
883 CreateInventoryFile(); 1102 if (m_inventoryFileData.Length > 2)
884 1103 {
885 // In principle, we should only do the rest if the inventory changed; 1104 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1105 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1106 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1107 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1108 }
1109
1110 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1111 }
907 1112
908 /// <summary> 1113 /// <summary>
@@ -911,13 +1116,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1116 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1117 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1118 {
914 if (HasInventoryChanged) 1119// Removed this because linking will cause an immediate delete of the new
915 { 1120// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1121// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1122// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1123// of prim inventory loss.
1124// if (HasInventoryChanged)
1125// {
1126 Items.LockItemsForRead(true);
1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1128 Items.LockItemsForRead(false);
919 1129
920 } 1130 HasInventoryChanged = false;
1131// }
921 } 1132 }
922 1133
923 public class InventoryStringBuilder 1134 public class InventoryStringBuilder
@@ -983,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1194 {
984 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
985 1196
986 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
987 { 1198 {
988 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
989 { 1207 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1023 } 1222 }
1024
1025 return mask; 1223 return mask;
1026 } 1224 }
1027 1225
1028 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1029 { 1227 {
1030 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1229 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1231 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1050 } 1245 }
1051 } 1246 }
1052 1247
1053 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1054 { 1249 {
1055 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1251 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1058 { 1253 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1254 }
1063 1255
1064 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1071,14 +1263,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1263 /// <returns></returns>
1072 public bool ContainsScripts() 1264 public bool ContainsScripts()
1073 { 1265 {
1074 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1267 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1077 { 1269 {
1078 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1079 {
1080 return true;
1081 }
1082 } 1271 }
1083 } 1272 }
1084 1273
@@ -1092,17 +1281,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1281 public int ScriptCount()
1093 { 1282 {
1094 int count = 0; 1283 int count = 0;
1095 lock (m_items) 1284 Items.LockItemsForRead(true);
1285 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1286 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1287 if (item.InvType == (int)InventoryType.LSL)
1098 { 1288 {
1099 if (item.InvType == (int)InventoryType.LSL) 1289 count++;
1100 {
1101 count++;
1102 }
1103 } 1290 }
1104 } 1291 }
1105 1292 Items.LockItemsForRead(false);
1106 return count; 1293 return count;
1107 } 1294 }
1108 /// <summary> 1295 /// <summary>
@@ -1138,11 +1325,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1325 {
1139 List<UUID> ret = new List<UUID>(); 1326 List<UUID> ret = new List<UUID>();
1140 1327
1141 lock (m_items) 1328 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1329 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1330
1147 return ret; 1331 return ret;
1148 } 1332 }
@@ -1151,8 +1335,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1335 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1336 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1337
1154 lock (m_items) 1338 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1339 ret = new List<TaskInventoryItem>(m_items.Values);
1340 Items.LockItemsForRead(false);
1156 1341
1157 return ret; 1342 return ret;
1158 } 1343 }
@@ -1161,18 +1346,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1346 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1347 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1348
1164 lock (m_items) 1349 Items.LockItemsForRead(true);
1165 { 1350
1166 foreach (TaskInventoryItem item in m_items.Values) 1351 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1352 if (item.InvType == (int)type)
1168 ret.Add(item); 1353 ret.Add(item);
1169 } 1354
1355 Items.LockItemsForRead(false);
1170 1356
1171 return ret; 1357 return ret;
1172 } 1358 }
1173 1359
1174 public Dictionary<UUID, string> GetScriptStates() 1360 public Dictionary<UUID, string> GetScriptStates()
1175 { 1361 {
1362 return GetScriptStates(false);
1363 }
1364
1365 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1366 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1367 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1368
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1369 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1385,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1385 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1386 if (n != String.Empty)
1196 { 1387 {
1197 if (!ret.ContainsKey(item.ItemID)) 1388 if (oldIDs)
1198 ret[item.ItemID] = n; 1389 {
1390 if (!ret.ContainsKey(item.OldItemID))
1391 ret[item.OldItemID] = n;
1392 }
1393 else
1394 {
1395 if (!ret.ContainsKey(item.ItemID))
1396 ret[item.ItemID] = n;
1397 }
1199 break; 1398 break;
1200 } 1399 }
1201 } 1400 }
1202 } 1401 }
1203 } 1402 }
1204
1205 return ret; 1403 return ret;
1206 } 1404 }
1207 1405
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bdcef71..34362bf 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 597 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
582 /// </summary> 598 /// </summary>
@@ -737,6 +753,33 @@ namespace OpenSim.Region.Framework.Scenes
737 Appearance = appearance; 753 Appearance = appearance;
738 } 754 }
739 755
756 private void RegionHeartbeatEnd(Scene scene)
757 {
758 if (IsChildAgent)
759 return;
760
761 m_movementAnimationUpdateCounter ++;
762 if (m_movementAnimationUpdateCounter >= 2)
763 {
764 m_movementAnimationUpdateCounter = 0;
765 if (Animator != null)
766 {
767 // If the parentID == 0 we are not sitting
768 // if !SitGournd then we are not sitting on the ground
769 // Fairly straightforward, now here comes the twist
770 // if ParentUUID is NOT UUID.Zero, we are looking to
771 // be sat on an object that isn't there yet. Should
772 // be treated as if sat.
773 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
774 Animator.UpdateMovementAnimations();
775 }
776 else
777 {
778 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
779 }
780 }
781 }
782
740 public void RegisterToEvents() 783 public void RegisterToEvents()
741 { 784 {
742 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 785 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -746,6 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
746 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 789 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
747 ControllingClient.OnStartAnim += HandleStartAnim; 790 ControllingClient.OnStartAnim += HandleStartAnim;
748 ControllingClient.OnStopAnim += HandleStopAnim; 791 ControllingClient.OnStopAnim += HandleStopAnim;
792 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
749 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 793 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
750 ControllingClient.OnAutoPilotGo += MoveToTarget; 794 ControllingClient.OnAutoPilotGo += MoveToTarget;
751 795
@@ -806,10 +850,38 @@ namespace OpenSim.Region.Framework.Scenes
806 "[SCENE]: Upgrading child to root agent for {0} in {1}", 850 "[SCENE]: Upgrading child to root agent for {0} in {1}",
807 Name, m_scene.RegionInfo.RegionName); 851 Name, m_scene.RegionInfo.RegionName);
808 852
809 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
810
811 bool wasChild = IsChildAgent; 853 bool wasChild = IsChildAgent;
812 IsChildAgent = false; 854
855 if (ParentUUID != UUID.Zero)
856 {
857 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
858 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
859 if (part == null)
860 {
861 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
862 }
863 else
864 {
865 part.ParentGroup.AddAvatar(UUID);
866 if (part.SitTargetPosition != Vector3.Zero)
867 part.SitTargetAvatar = UUID;
868 ParentPosition = part.GetWorldPosition();
869 ParentID = part.LocalId;
870 ParentPart = part;
871 m_pos = m_prevSitOffset;
872 pos = ParentPosition;
873 }
874 ParentUUID = UUID.Zero;
875
876 IsChildAgent = false;
877
878 Animator.TrySetMovementAnimation("SIT");
879 }
880 else
881 {
882 IsChildAgent = false;
883 }
884
813 885
814 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 886 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
815 if (gm != null) 887 if (gm != null)
@@ -819,62 +891,72 @@ namespace OpenSim.Region.Framework.Scenes
819 891
820 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 892 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
821 893
822 // Moved this from SendInitialData to ensure that Appearance is initialized 894 if (ParentID == 0)
823 // before the inventory is processed in MakeRootAgent. This fixes a race condition
824 // related to the handling of attachments
825 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
826 if (m_scene.TestBorderCross(pos, Cardinals.E))
827 { 895 {
828 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 896 // Moved this from SendInitialData to ensure that Appearance is initialized
829 pos.X = crossedBorder.BorderLine.Z - 1; 897 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 } 898 // related to the handling of attachments
899 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
900 if (m_scene.TestBorderCross(pos, Cardinals.E))
901 {
902 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
903 pos.X = crossedBorder.BorderLine.Z - 1;
904 }
831 905
832 if (m_scene.TestBorderCross(pos, Cardinals.N)) 906 if (m_scene.TestBorderCross(pos, Cardinals.N))
833 { 907 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 908 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
835 pos.Y = crossedBorder.BorderLine.Z - 1; 909 pos.Y = crossedBorder.BorderLine.Z - 1;
836 } 910 }
837 911
838 CheckAndAdjustLandingPoint(ref pos); 912 CheckAndAdjustLandingPoint(ref pos);
839 913
840 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 914 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
841 { 915 {
842 m_log.WarnFormat( 916 m_log.WarnFormat(
843 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 917 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
844 pos, Name, UUID); 918 pos, Name, UUID);
845 919
846 if (pos.X < 0f) pos.X = 0f; 920 if (pos.X < 0f) pos.X = 0f;
847 if (pos.Y < 0f) pos.Y = 0f; 921 if (pos.Y < 0f) pos.Y = 0f;
848 if (pos.Z < 0f) pos.Z = 0f; 922 if (pos.Z < 0f) pos.Z = 0f;
849 } 923 }
850 924
851 float localAVHeight = 1.56f; 925 float localAVHeight = 1.56f;
852 if (Appearance.AvatarHeight > 0) 926 if (Appearance.AvatarHeight > 0)
853 localAVHeight = Appearance.AvatarHeight; 927 localAVHeight = Appearance.AvatarHeight;
854 928
855 float posZLimit = 0; 929 float posZLimit = 0;
856 930
857 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 931 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
858 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 932 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
859 933
860 float newPosZ = posZLimit + localAVHeight / 2; 934 float newPosZ = posZLimit + localAVHeight / 2;
861 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 935 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
862 { 936 {
863 pos.Z = newPosZ; 937 pos.Z = newPosZ;
864 } 938 }
865 AbsolutePosition = pos; 939 AbsolutePosition = pos;
866 940
867 AddToPhysicalScene(isFlying); 941 if (m_teleportFlags == TeleportFlags.Default)
942 {
943 Vector3 vel = Velocity;
944 AddToPhysicalScene(isFlying);
945 if (PhysicsActor != null)
946 PhysicsActor.SetMomentum(vel);
947 }
948 else
949 AddToPhysicalScene(isFlying);
868 950
869 if (ForceFly) 951 if (ForceFly)
870 { 952 {
871 Flying = true; 953 Flying = true;
872 } 954 }
873 else if (FlyDisabled) 955 else if (FlyDisabled)
874 { 956 {
875 Flying = false; 957 Flying = false;
958 }
876 } 959 }
877
878 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 960 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
879 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 961 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
880 // elsewhere anyway 962 // elsewhere anyway
@@ -892,14 +974,19 @@ namespace OpenSim.Region.Framework.Scenes
892 { 974 {
893 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 975 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
894 // Resume scripts 976 // Resume scripts
895 foreach (SceneObjectGroup sog in m_attachments) 977 Util.FireAndForget(delegate(object x) {
896 { 978 foreach (SceneObjectGroup sog in m_attachments)
897 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 979 {
898 sog.ResumeScripts(); 980 sog.ScheduleGroupForFullUpdate();
899 } 981 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
982 sog.ResumeScripts();
983 }
984 });
900 } 985 }
901 } 986 }
902 987
988 SendAvatarDataToAllAgents();
989
903 // send the animations of the other presences to me 990 // send the animations of the other presences to me
904 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 991 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
905 { 992 {
@@ -910,9 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
910 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 997 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
911 // stall on the border crossing since the existing child agent will still have the last movement 998 // stall on the border crossing since the existing child agent will still have the last movement
912 // recorded, which stops the input from being processed. 999 // recorded, which stops the input from being processed.
1000
913 MovementFlag = 0; 1001 MovementFlag = 0;
914 1002
915 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1003 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1004
1005 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
916 } 1006 }
917 1007
918 public int GetStateSource() 1008 public int GetStateSource()
@@ -940,12 +1030,16 @@ namespace OpenSim.Region.Framework.Scenes
940 /// </remarks> 1030 /// </remarks>
941 public void MakeChildAgent() 1031 public void MakeChildAgent()
942 { 1032 {
1033 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1034
943 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1035 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
944 1036
945 // Reset these so that teleporting in and walking out isn't seen 1037 // Reset these so that teleporting in and walking out isn't seen
946 // as teleporting back 1038 // as teleporting back
947 TeleportFlags = TeleportFlags.Default; 1039 TeleportFlags = TeleportFlags.Default;
948 1040
1041 MovementFlag = 0;
1042
949 // It looks like Animator is set to null somewhere, and MakeChild 1043 // It looks like Animator is set to null somewhere, and MakeChild
950 // is called after that. Probably in aborted teleports. 1044 // is called after that. Probably in aborted teleports.
951 if (Animator == null) 1045 if (Animator == null)
@@ -953,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
953 else 1047 else
954 Animator.ResetAnimations(); 1048 Animator.ResetAnimations();
955 1049
1050
956// m_log.DebugFormat( 1051// m_log.DebugFormat(
957// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1052// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
958// Name, UUID, m_scene.RegionInfo.RegionName); 1053// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -979,9 +1074,9 @@ namespace OpenSim.Region.Framework.Scenes
979 { 1074 {
980// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1075// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
981 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1076 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
982 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
983 PhysicsActor.UnSubscribeEvents();
984 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1077 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1078 PhysicsActor.UnSubscribeEvents();
1079 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
985 PhysicsActor = null; 1080 PhysicsActor = null;
986 } 1081 }
987// else 1082// else
@@ -998,7 +1093,7 @@ namespace OpenSim.Region.Framework.Scenes
998 /// <param name="pos"></param> 1093 /// <param name="pos"></param>
999 public void Teleport(Vector3 pos) 1094 public void Teleport(Vector3 pos)
1000 { 1095 {
1001 TeleportWithMomentum(pos, null); 1096 TeleportWithMomentum(pos, Vector3.Zero);
1002 } 1097 }
1003 1098
1004 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1099 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1022,6 +1117,41 @@ namespace OpenSim.Region.Framework.Scenes
1022 SendTerseUpdateToAllClients(); 1117 SendTerseUpdateToAllClients();
1023 } 1118 }
1024 1119
1120 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1121 {
1122 CheckLandingPoint(ref newpos);
1123 AbsolutePosition = newpos;
1124
1125 if (newvel.HasValue)
1126 {
1127 if ((Vector3)newvel == Vector3.Zero)
1128 {
1129 if (PhysicsActor != null)
1130 PhysicsActor.SetMomentum(Vector3.Zero);
1131 m_velocity = Vector3.Zero;
1132 }
1133 else
1134 {
1135 if (PhysicsActor != null)
1136 PhysicsActor.SetMomentum((Vector3)newvel);
1137 m_velocity = (Vector3)newvel;
1138
1139 if (rotateToVelXY)
1140 {
1141 Vector3 lookAt = (Vector3)newvel;
1142 lookAt.Z = 0;
1143 lookAt.Normalize();
1144 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1145 return;
1146 }
1147 }
1148 }
1149
1150 SendTerseUpdateToAllClients();
1151 }
1152
1153
1154
1025 public void StopFlying() 1155 public void StopFlying()
1026 { 1156 {
1027 ControllingClient.StopFlying(this); 1157 ControllingClient.StopFlying(this);
@@ -1331,8 +1461,18 @@ namespace OpenSim.Region.Framework.Scenes
1331 { 1461 {
1332 if (m_followCamAuto) 1462 if (m_followCamAuto)
1333 { 1463 {
1334 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1464 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1335 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1465 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1466
1467 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1468 Vector3 distTocam = CameraPosition - posAdjusted;
1469 float distTocamlen = distTocam.Length();
1470 if (distTocamlen > 0)
1471 {
1472 distTocam *= 1.0f / distTocamlen;
1473 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1474 }
1475
1336 } 1476 }
1337 } 1477 }
1338 1478
@@ -1766,12 +1906,17 @@ namespace OpenSim.Region.Framework.Scenes
1766// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1906// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1767 1907
1768 SitGround = false; 1908 SitGround = false;
1909
1910/* move this down so avatar gets physical in the new position and not where it is siting
1769 if (PhysicsActor == null) 1911 if (PhysicsActor == null)
1770 AddToPhysicalScene(false); 1912 AddToPhysicalScene(false);
1913 */
1771 1914
1772 if (ParentID != 0) 1915 if (ParentID != 0)
1773 { 1916 {
1774 SceneObjectPart part = ParentPart; 1917 SceneObjectPart part = ParentPart;
1918 UnRegisterSeatControls(part.ParentGroup.UUID);
1919
1775 TaskInventoryDictionary taskIDict = part.TaskInventory; 1920 TaskInventoryDictionary taskIDict = part.TaskInventory;
1776 if (taskIDict != null) 1921 if (taskIDict != null)
1777 { 1922 {
@@ -1791,6 +1936,7 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (part.SitTargetAvatar == UUID) 1936 if (part.SitTargetAvatar == UUID)
1792 part.SitTargetAvatar = UUID.Zero; 1937 part.SitTargetAvatar = UUID.Zero;
1793 1938
1939 part.ParentGroup.DeleteAvatar(UUID);
1794 ParentPosition = part.GetWorldPosition(); 1940 ParentPosition = part.GetWorldPosition();
1795 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1941 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1796 1942
@@ -1799,6 +1945,10 @@ namespace OpenSim.Region.Framework.Scenes
1799 1945
1800 ParentID = 0; 1946 ParentID = 0;
1801 ParentPart = null; 1947 ParentPart = null;
1948
1949 if (PhysicsActor == null)
1950 AddToPhysicalScene(false);
1951
1802 SendAvatarDataToAllAgents(); 1952 SendAvatarDataToAllAgents();
1803 m_requestedSitTargetID = 0; 1953 m_requestedSitTargetID = 0;
1804 1954
@@ -1806,6 +1956,9 @@ namespace OpenSim.Region.Framework.Scenes
1806 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1956 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1807 } 1957 }
1808 1958
1959 else if (PhysicsActor == null)
1960 AddToPhysicalScene(false);
1961
1809 Animator.TrySetMovementAnimation("STAND"); 1962 Animator.TrySetMovementAnimation("STAND");
1810 } 1963 }
1811 1964
@@ -1929,7 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes
1929 forceMouselook = part.GetForceMouselook(); 2082 forceMouselook = part.GetForceMouselook();
1930 2083
1931 ControllingClient.SendSitResponse( 2084 ControllingClient.SendSitResponse(
1932 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2085 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1933 2086
1934 m_requestedSitTargetUUID = targetID; 2087 m_requestedSitTargetUUID = targetID;
1935 2088
@@ -2211,14 +2364,36 @@ namespace OpenSim.Region.Framework.Scenes
2211 2364
2212 //Quaternion result = (sitTargetOrient * vq) * nq; 2365 //Quaternion result = (sitTargetOrient * vq) * nq;
2213 2366
2214 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2367 double x, y, z, m;
2368
2369 Quaternion r = sitTargetOrient;
2370 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2371
2372 if (Math.Abs(1.0 - m) > 0.000001)
2373 {
2374 m = 1.0 / Math.Sqrt(m);
2375 r.X *= (float)m;
2376 r.Y *= (float)m;
2377 r.Z *= (float)m;
2378 r.W *= (float)m;
2379 }
2380
2381 x = 2 * (r.X * r.Z + r.Y * r.W);
2382 y = 2 * (-r.X * r.W + r.Y * r.Z);
2383 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2384
2385 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2386 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2387 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2215 Rotation = sitTargetOrient; 2388 Rotation = sitTargetOrient;
2216 ParentPosition = part.AbsolutePosition; 2389 ParentPosition = part.AbsolutePosition;
2390 part.ParentGroup.AddAvatar(UUID);
2217 } 2391 }
2218 else 2392 else
2219 { 2393 {
2220 m_pos -= part.AbsolutePosition; 2394 m_pos -= part.AbsolutePosition;
2221 ParentPosition = part.AbsolutePosition; 2395 ParentPosition = part.AbsolutePosition;
2396 part.ParentGroup.AddAvatar(UUID);
2222 2397
2223// m_log.DebugFormat( 2398// m_log.DebugFormat(
2224// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2399// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2263,6 +2438,13 @@ namespace OpenSim.Region.Framework.Scenes
2263 Animator.RemoveAnimation(animID); 2438 Animator.RemoveAnimation(animID);
2264 } 2439 }
2265 2440
2441 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2442 {
2443 Animator.avnChangeAnim(animID, addRemove, sendPack);
2444 }
2445
2446
2447
2266 /// <summary> 2448 /// <summary>
2267 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2449 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2268 /// </summary> 2450 /// </summary>
@@ -2316,14 +2498,15 @@ namespace OpenSim.Region.Framework.Scenes
2316 direc.Z *= 2.6f; 2498 direc.Z *= 2.6f;
2317 2499
2318 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2500 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2319 Animator.TrySetMovementAnimation("PREJUMP"); 2501// Animator.TrySetMovementAnimation("PREJUMP");
2320 Animator.TrySetMovementAnimation("JUMP"); 2502// Animator.TrySetMovementAnimation("JUMP");
2321 } 2503 }
2322 } 2504 }
2323 } 2505 }
2324 2506
2325 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2507 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2326 m_forceToApply = direc; 2508 m_forceToApply = direc;
2509 Animator.UpdateMovementAnimations();
2327 } 2510 }
2328 2511
2329 #endregion 2512 #endregion
@@ -3058,6 +3241,9 @@ namespace OpenSim.Region.Framework.Scenes
3058 cAgent.AlwaysRun = SetAlwaysRun; 3241 cAgent.AlwaysRun = SetAlwaysRun;
3059 3242
3060 cAgent.Appearance = new AvatarAppearance(Appearance); 3243 cAgent.Appearance = new AvatarAppearance(Appearance);
3244
3245 cAgent.ParentPart = ParentUUID;
3246 cAgent.SitOffset = m_pos;
3061 3247
3062 lock (scriptedcontrols) 3248 lock (scriptedcontrols)
3063 { 3249 {
@@ -3066,7 +3252,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 3252
3067 foreach (ScriptControllers c in scriptedcontrols.Values) 3253 foreach (ScriptControllers c in scriptedcontrols.Values)
3068 { 3254 {
3069 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3255 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3070 } 3256 }
3071 cAgent.Controllers = controls; 3257 cAgent.Controllers = controls;
3072 } 3258 }
@@ -3077,6 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
3077 cAgent.Anims = Animator.Animations.ToArray(); 3263 cAgent.Anims = Animator.Animations.ToArray();
3078 } 3264 }
3079 catch { } 3265 catch { }
3266 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3080 3267
3081 // Attachment objects 3268 // Attachment objects
3082 List<SceneObjectGroup> attachments = GetAttachments(); 3269 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3117,6 +3304,8 @@ namespace OpenSim.Region.Framework.Scenes
3117 CameraAtAxis = cAgent.AtAxis; 3304 CameraAtAxis = cAgent.AtAxis;
3118 CameraLeftAxis = cAgent.LeftAxis; 3305 CameraLeftAxis = cAgent.LeftAxis;
3119 CameraUpAxis = cAgent.UpAxis; 3306 CameraUpAxis = cAgent.UpAxis;
3307 ParentUUID = cAgent.ParentPart;
3308 m_prevSitOffset = cAgent.SitOffset;
3120 3309
3121 // When we get to the point of re-computing neighbors everytime this 3310 // When we get to the point of re-computing neighbors everytime this
3122 // changes, then start using the agent's drawdistance rather than the 3311 // changes, then start using the agent's drawdistance rather than the
@@ -3154,6 +3343,7 @@ namespace OpenSim.Region.Framework.Scenes
3154 foreach (ControllerData c in cAgent.Controllers) 3343 foreach (ControllerData c in cAgent.Controllers)
3155 { 3344 {
3156 ScriptControllers sc = new ScriptControllers(); 3345 ScriptControllers sc = new ScriptControllers();
3346 sc.objectID = c.ObjectID;
3157 sc.itemID = c.ItemID; 3347 sc.itemID = c.ItemID;
3158 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3348 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3159 sc.eventControls = (ScriptControlled)c.EventControls; 3349 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3168,6 +3358,8 @@ namespace OpenSim.Region.Framework.Scenes
3168 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3358 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3169 if (cAgent.Anims != null) 3359 if (cAgent.Anims != null)
3170 Animator.Animations.FromArray(cAgent.Anims); 3360 Animator.Animations.FromArray(cAgent.Anims);
3361 if (cAgent.DefaultAnim != null)
3362 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3171 3363
3172 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3364 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3173 { 3365 {
@@ -3270,18 +3462,6 @@ namespace OpenSim.Region.Framework.Scenes
3270 if (IsChildAgent) 3462 if (IsChildAgent)
3271 return; 3463 return;
3272 3464
3273 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3274 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3275 // as of this comment the interval is set in AddToPhysicalScene
3276 if (Animator != null)
3277 {
3278// if (m_updateCount > 0)
3279// {
3280 Animator.UpdateMovementAnimations();
3281// m_updateCount--;
3282// }
3283 }
3284
3285 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3465 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3286 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3466 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3287 3467
@@ -3656,10 +3836,15 @@ namespace OpenSim.Region.Framework.Scenes
3656 3836
3657 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3837 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3658 { 3838 {
3839 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3840 if (p == null)
3841 return;
3842
3659 ScriptControllers obj = new ScriptControllers(); 3843 ScriptControllers obj = new ScriptControllers();
3660 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3844 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3661 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3845 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3662 3846
3847 obj.objectID = p.ParentGroup.UUID;
3663 obj.itemID = Script_item_UUID; 3848 obj.itemID = Script_item_UUID;
3664 if (pass_on == 0 && accept == 0) 3849 if (pass_on == 0 && accept == 0)
3665 { 3850 {
@@ -3708,6 +3893,21 @@ namespace OpenSim.Region.Framework.Scenes
3708 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3893 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3709 } 3894 }
3710 3895
3896 private void UnRegisterSeatControls(UUID obj)
3897 {
3898 List<UUID> takers = new List<UUID>();
3899
3900 foreach (ScriptControllers c in scriptedcontrols.Values)
3901 {
3902 if (c.objectID == obj)
3903 takers.Add(c.itemID);
3904 }
3905 foreach (UUID t in takers)
3906 {
3907 UnRegisterControlEventsToScript(0, t);
3908 }
3909 }
3910
3711 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3911 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3712 { 3912 {
3713 ScriptControllers takecontrols; 3913 ScriptControllers takecontrols;
@@ -4027,6 +4227,12 @@ namespace OpenSim.Region.Framework.Scenes
4027 4227
4028 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4228 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4029 { 4229 {
4230 string reason;
4231
4232 // Honor bans
4233 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4234 return;
4235
4030 SceneObjectGroup telehub = null; 4236 SceneObjectGroup telehub = null;
4031 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4237 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4032 { 4238 {
@@ -4066,11 +4272,173 @@ namespace OpenSim.Region.Framework.Scenes
4066 pos = land.LandData.UserLocation; 4272 pos = land.LandData.UserLocation;
4067 } 4273 }
4068 } 4274 }
4069 4275
4070 land.SendLandUpdateToClient(ControllingClient); 4276 land.SendLandUpdateToClient(ControllingClient);
4071 } 4277 }
4072 } 4278 }
4073 4279
4280 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4281 {
4282 lock(m_collisionEventLock)
4283 {
4284 if (m_collisionEventFlag)
4285 return;
4286 m_collisionEventFlag = true;
4287 }
4288
4289 Util.FireAndForget(delegate(object x)
4290 {
4291 try
4292 {
4293 List<uint> thisHitColliders = new List<uint>();
4294 List<uint> endedColliders = new List<uint>();
4295 List<uint> startedColliders = new List<uint>();
4296
4297 foreach (uint localid in coldata.Keys)
4298 {
4299 thisHitColliders.Add(localid);
4300 if (!m_lastColliders.Contains(localid))
4301 {
4302 startedColliders.Add(localid);
4303 }
4304 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4305 }
4306
4307 // calculate things that ended colliding
4308 foreach (uint localID in m_lastColliders)
4309 {
4310 if (!thisHitColliders.Contains(localID))
4311 {
4312 endedColliders.Add(localID);
4313 }
4314 }
4315 //add the items that started colliding this time to the last colliders list.
4316 foreach (uint localID in startedColliders)
4317 {
4318 m_lastColliders.Add(localID);
4319 }
4320 // remove things that ended colliding from the last colliders list
4321 foreach (uint localID in endedColliders)
4322 {
4323 m_lastColliders.Remove(localID);
4324 }
4325
4326 // do event notification
4327 if (startedColliders.Count > 0)
4328 {
4329 ColliderArgs StartCollidingMessage = new ColliderArgs();
4330 List<DetectedObject> colliding = new List<DetectedObject>();
4331 foreach (uint localId in startedColliders)
4332 {
4333 if (localId == 0)
4334 continue;
4335
4336 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4337 string data = "";
4338 if (obj != null)
4339 {
4340 DetectedObject detobj = new DetectedObject();
4341 detobj.keyUUID = obj.UUID;
4342 detobj.nameStr = obj.Name;
4343 detobj.ownerUUID = obj.OwnerID;
4344 detobj.posVector = obj.AbsolutePosition;
4345 detobj.rotQuat = obj.GetWorldRotation();
4346 detobj.velVector = obj.Velocity;
4347 detobj.colliderType = 0;
4348 detobj.groupUUID = obj.GroupID;
4349 colliding.Add(detobj);
4350 }
4351 }
4352
4353 if (colliding.Count > 0)
4354 {
4355 StartCollidingMessage.Colliders = colliding;
4356
4357 foreach (SceneObjectGroup att in GetAttachments())
4358 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4359 }
4360 }
4361
4362 if (endedColliders.Count > 0)
4363 {
4364 ColliderArgs EndCollidingMessage = new ColliderArgs();
4365 List<DetectedObject> colliding = new List<DetectedObject>();
4366 foreach (uint localId in endedColliders)
4367 {
4368 if (localId == 0)
4369 continue;
4370
4371 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4372 string data = "";
4373 if (obj != null)
4374 {
4375 DetectedObject detobj = new DetectedObject();
4376 detobj.keyUUID = obj.UUID;
4377 detobj.nameStr = obj.Name;
4378 detobj.ownerUUID = obj.OwnerID;
4379 detobj.posVector = obj.AbsolutePosition;
4380 detobj.rotQuat = obj.GetWorldRotation();
4381 detobj.velVector = obj.Velocity;
4382 detobj.colliderType = 0;
4383 detobj.groupUUID = obj.GroupID;
4384 colliding.Add(detobj);
4385 }
4386 }
4387
4388 if (colliding.Count > 0)
4389 {
4390 EndCollidingMessage.Colliders = colliding;
4391
4392 foreach (SceneObjectGroup att in GetAttachments())
4393 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4394 }
4395 }
4396
4397 if (thisHitColliders.Count > 0)
4398 {
4399 ColliderArgs CollidingMessage = new ColliderArgs();
4400 List<DetectedObject> colliding = new List<DetectedObject>();
4401 foreach (uint localId in thisHitColliders)
4402 {
4403 if (localId == 0)
4404 continue;
4405
4406 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4407 string data = "";
4408 if (obj != null)
4409 {
4410 DetectedObject detobj = new DetectedObject();
4411 detobj.keyUUID = obj.UUID;
4412 detobj.nameStr = obj.Name;
4413 detobj.ownerUUID = obj.OwnerID;
4414 detobj.posVector = obj.AbsolutePosition;
4415 detobj.rotQuat = obj.GetWorldRotation();
4416 detobj.velVector = obj.Velocity;
4417 detobj.colliderType = 0;
4418 detobj.groupUUID = obj.GroupID;
4419 colliding.Add(detobj);
4420 }
4421 }
4422
4423 if (colliding.Count > 0)
4424 {
4425 CollidingMessage.Colliders = colliding;
4426
4427 lock (m_attachments)
4428 {
4429 foreach (SceneObjectGroup att in m_attachments)
4430 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4431 }
4432 }
4433 }
4434 }
4435 finally
4436 {
4437 m_collisionEventFlag = false;
4438 }
4439 });
4440 }
4441
4074 private void TeleportFlagsDebug() { 4442 private void TeleportFlagsDebug() {
4075 4443
4076 // Some temporary debugging help to show all the TeleportFlags we have... 4444 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4095,6 +4463,5 @@ namespace OpenSim.Region.Framework.Scenes
4095 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4463 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4096 4464
4097 } 4465 }
4098
4099 } 4466 }
4100} 4467}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 5c56264..a4afd47 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -75,7 +75,20 @@ namespace OpenSim.Region.Framework.Scenes
75 OutPacketsPerSecond = 18, 75 OutPacketsPerSecond = 18,
76 PendingDownloads = 19, 76 PendingDownloads = 19,
77 PendingUploads = 20, 77 PendingUploads = 20,
78 VirtualSizeKB = 21,
79 ResidentSizeKB = 22,
80 PendingLocalUploads = 23,
78 UnAckedBytes = 24, 81 UnAckedBytes = 24,
82 PhysicsPinnedTasks = 25,
83 PhysicsLODTasks = 26,
84 PhysicsStepMS = 27,
85 PhysicsShapeMS = 28,
86 PhysicsOtherMS = 29,
87 PhysicsMemory = 30,
88 ScriptEPS = 31,
89 SimSpareTime = 32,
90 SimSleepTime = 33,
91 IOPumpTime = 34
79 } 92 }
80 93
81 /// <summary> 94 /// <summary>
@@ -123,7 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
123 136
124 // saved last reported value so there is something available for llGetRegionFPS 137 // saved last reported value so there is something available for llGetRegionFPS
125 private float lastReportedSimFPS = 0; 138 private float lastReportedSimFPS = 0;
126 private float[] lastReportedSimStats = new float[21]; 139 private float[] lastReportedSimStats = new float[23];
127 private float m_pfps = 0; 140 private float m_pfps = 0;
128 141
129 /// <summary> 142 /// <summary>
@@ -142,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
142 private int m_physicsMS = 0; 155 private int m_physicsMS = 0;
143 private int m_imageMS = 0; 156 private int m_imageMS = 0;
144 private int m_otherMS = 0; 157 private int m_otherMS = 0;
158 private int m_sleeptimeMS = 0;
159
145 160
146//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 161//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
147//Ckrinke private int m_scriptMS = 0; 162//Ckrinke private int m_scriptMS = 0;
@@ -200,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
200 215
201 private void statsHeartBeat(object sender, EventArgs e) 216 private void statsHeartBeat(object sender, EventArgs e)
202 { 217 {
203 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; 218 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
204 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 219 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
205 220
206 // Know what's not thread safe in Mono... modifying timers. 221 // Know what's not thread safe in Mono... modifying timers.
@@ -238,18 +253,43 @@ namespace OpenSim.Region.Framework.Scenes
238 physfps = 0; 253 physfps = 0;
239 254
240#endregion 255#endregion
256 float factor = 1 / statsUpdateFactor;
257 if (reportedFPS <= 0)
258 reportedFPS = 1;
259
260 float perframe = 1.0f / (float)reportedFPS;
261
262 float TotalFrameTime = m_frameMS * perframe;
263
264 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
265
266 float sparetime;
267 float sleeptime;
268 if (TotalFrameTime > targetframetime)
269 {
270 sparetime = 0;
271 sleeptime = 0;
272 }
273 else
274 {
275 sparetime = m_frameMS - m_physicsMS - m_agentMS;
276 sparetime *= perframe;
277 if (sparetime < 0)
278 sparetime = 0;
279 else if (sparetime > TotalFrameTime)
280 sparetime = TotalFrameTime;
281 sleeptime = m_sleeptimeMS * perframe;
282 }
241 283
242 //Our time dilation is 0.91 when we're running a full speed, 284 // other MS is actually simulation time
243 // therefore to make sure we get an appropriate range, 285 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
244 // we have to factor in our error. (0.10f * statsUpdateFactor) 286 // m_imageMS m_netMS are not included in m_frameMS
245 // multiplies the fix for the error times the amount of times it'll occur a second
246 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
247 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
248 287
249 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 288 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
250 // values to X-per-second values. 289 if (m_otherMS < 0)
290 m_otherMS = 0;
251 291
252 for (int i = 0; i < 21; i++) 292 for (int i = 0; i < 23; i++)
253 { 293 {
254 sb[i] = new SimStatsPacket.StatBlock(); 294 sb[i] = new SimStatsPacket.StatBlock();
255 } 295 }
@@ -279,19 +319,25 @@ namespace OpenSim.Region.Framework.Scenes
279 sb[7].StatValue = m_activePrim; 319 sb[7].StatValue = m_activePrim;
280 320
281 sb[8].StatID = (uint)Stats.FrameMS; 321 sb[8].StatID = (uint)Stats.FrameMS;
282 sb[8].StatValue = m_frameMS / statsUpdateFactor; 322 // sb[8].StatValue = m_frameMS / statsUpdateFactor;
323 sb[8].StatValue = TotalFrameTime;
283 324
284 sb[9].StatID = (uint)Stats.NetMS; 325 sb[9].StatID = (uint)Stats.NetMS;
285 sb[9].StatValue = m_netMS / statsUpdateFactor; 326 // sb[9].StatValue = m_netMS / statsUpdateFactor;
327 sb[9].StatValue = m_netMS * perframe;
286 328
287 sb[10].StatID = (uint)Stats.PhysicsMS; 329 sb[10].StatID = (uint)Stats.PhysicsMS;
288 sb[10].StatValue = m_physicsMS / statsUpdateFactor; 330 // sb[10].StatValue = m_physicsMS / statsUpdateFactor;
331 sb[10].StatValue = m_physicsMS * perframe;
289 332
290 sb[11].StatID = (uint)Stats.ImageMS ; 333 sb[11].StatID = (uint)Stats.ImageMS ;
291 sb[11].StatValue = m_imageMS / statsUpdateFactor; 334 // sb[11].StatValue = m_imageMS / statsUpdateFactor;
335 sb[11].StatValue = m_imageMS * perframe;
292 336
293 sb[12].StatID = (uint)Stats.OtherMS; 337 sb[12].StatID = (uint)Stats.OtherMS;
294 sb[12].StatValue = m_otherMS / statsUpdateFactor; 338 // sb[12].StatValue = m_otherMS / statsUpdateFactor;
339 sb[12].StatValue = m_otherMS * perframe;
340
295 341
296 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 342 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
297 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 343 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
@@ -303,7 +349,8 @@ namespace OpenSim.Region.Framework.Scenes
303 sb[15].StatValue = m_unAckedBytes; 349 sb[15].StatValue = m_unAckedBytes;
304 350
305 sb[16].StatID = (uint)Stats.AgentMS; 351 sb[16].StatID = (uint)Stats.AgentMS;
306 sb[16].StatValue = m_agentMS / statsUpdateFactor; 352// sb[16].StatValue = m_agentMS / statsUpdateFactor;
353 sb[16].StatValue = m_agentMS * perframe;
307 354
308 sb[17].StatID = (uint)Stats.PendingDownloads; 355 sb[17].StatID = (uint)Stats.PendingDownloads;
309 sb[17].StatValue = m_pendingDownloads; 356 sb[17].StatValue = m_pendingDownloads;
@@ -316,8 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
316 363
317 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 364 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
318 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; 365 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
319 366
320 for (int i = 0; i < 21; i++) 367 sb[21].StatID = (uint)Stats.SimSpareTime;
368 sb[21].StatValue = sparetime;
369
370 sb[22].StatID = (uint)Stats.SimSleepTime;
371 sb[22].StatValue = sleeptime;
372
373 for (int i = 0; i < 23; i++)
321 { 374 {
322 lastReportedSimStats[i] = sb[i].StatValue; 375 lastReportedSimStats[i] = sb[i].StatValue;
323 } 376 }
@@ -358,6 +411,7 @@ namespace OpenSim.Region.Framework.Scenes
358 m_physicsMS = 0; 411 m_physicsMS = 0;
359 m_imageMS = 0; 412 m_imageMS = 0;
360 m_otherMS = 0; 413 m_otherMS = 0;
414 m_sleeptimeMS = 0;
361 415
362//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 416//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
363//Ckrinke m_scriptMS = 0; 417//Ckrinke m_scriptMS = 0;
@@ -484,6 +538,11 @@ namespace OpenSim.Region.Framework.Scenes
484 m_otherMS += ms; 538 m_otherMS += ms;
485 } 539 }
486 540
541 public void addSleepMS(int ms)
542 {
543 m_sleeptimeMS += ms;
544 }
545
487 public void AddPendingDownloads(int count) 546 public void AddPendingDownloads(int count)
488 { 547 {
489 m_pendingDownloads += count; 548 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..eac8e84 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -669,6 +669,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
669 public event ObjectDrop OnObjectDrop; 669 public event ObjectDrop OnObjectDrop;
670 public event StartAnim OnStartAnim; 670 public event StartAnim OnStartAnim;
671 public event StopAnim OnStopAnim; 671 public event StopAnim OnStopAnim;
672 public event ChangeAnim OnChangeAnim;
672 public event LinkObjects OnLinkObjects; 673 public event LinkObjects OnLinkObjects;
673 public event DelinkObjects OnDelinkObjects; 674 public event DelinkObjects OnDelinkObjects;
674 public event RequestMapBlocks OnRequestMapBlocks; 675 public event RequestMapBlocks OnRequestMapBlocks;
@@ -714,6 +715,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 716 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 717 public event UpdatePrimTexture OnUpdatePrimTexture;
718 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 719 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 720 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 721 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +820,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 820 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 821 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 822 public event DirFindQuery OnDirFindQuery;
823 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 824 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 825 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 826 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +837,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 837 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 838 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 839 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 840 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 841 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 842 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 843 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +867,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 867 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 868 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 869 public event SendPostcard OnSendPostcard;
870 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 871 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 872 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 873 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
@@ -1690,5 +1699,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1699 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1700 {
1692 } 1701 }
1702
1703 public void SendPartPhysicsProprieties(ISceneEntity entity)
1704 {
1705 }
1706
1693 } 1707 }
1694} 1708}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index be8873d..6c53d95 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74..396d4c5 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -738,7 +738,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
738 return channelUri; 738 return channelUri;
739 } 739 }
740 740
741 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 741
742 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
742 743
743 /// <summary> 744 /// <summary>
744 /// Perform administrative login for Vivox. 745 /// Perform administrative login for Vivox.
@@ -750,7 +751,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
750 return VivoxCall(requrl, false); 751 return VivoxCall(requrl, false);
751 } 752 }
752 753
753 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 754 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
754 755
755 /// <summary> 756 /// <summary>
756 /// Perform administrative logout for Vivox. 757 /// Perform administrative logout for Vivox.
@@ -761,7 +762,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
761 return VivoxCall(requrl, false); 762 return VivoxCall(requrl, false);
762 } 763 }
763 764
764 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 765
766 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
765 767
766 /// <summary> 768 /// <summary>
767 /// Retrieve account information for the specified user. 769 /// Retrieve account information for the specified user.
@@ -773,7 +775,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
773 return VivoxCall(requrl, true); 775 return VivoxCall(requrl, true);
774 } 776 }
775 777
776 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 778
779 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
777 780
778 /// <summary> 781 /// <summary>
779 /// Creates a new account. 782 /// Creates a new account.
@@ -787,7 +790,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 return VivoxCall(requrl, true); 790 return VivoxCall(requrl, true);
788 } 791 }
789 792
790 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 793
794 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
791 795
792 /// <summary> 796 /// <summary>
793 /// Change the user's password. 797 /// Change the user's password.
@@ -798,7 +802,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
798 return VivoxCall(requrl, true); 802 return VivoxCall(requrl, true);
799 } 803 }
800 804
801 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 805
806 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
802 807
803 /// <summary> 808 /// <summary>
804 /// Create a channel. 809 /// Create a channel.
@@ -870,7 +875,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
870 return false; 875 return false;
871 } 876 }
872 877
873 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 878 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
874 879
875 /// <summary> 880 /// <summary>
876 /// Retrieve a channel. 881 /// Retrieve a channel.
@@ -1013,7 +1018,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1013 return false; 1018 return false;
1014 } 1019 }
1015 1020
1016 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1021 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1017 1022
1018 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1023 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1019 // { 1024 // {
@@ -1025,7 +1030,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1025 // return VivoxCall(requrl, true); 1030 // return VivoxCall(requrl, true);
1026 // } 1031 // }
1027 1032
1028 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1033 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1029 1034
1030 /// <summary> 1035 /// <summary>
1031 /// Delete a channel. 1036 /// Delete a channel.
@@ -1038,6 +1043,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1038 /// are required in a later phase. 1043 /// are required in a later phase.
1039 /// In this case the call handles parent and description as optional values. 1044 /// In this case the call handles parent and description as optional values.
1040 /// </summary> 1045 /// </summary>
1046
1041 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1047 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1042 { 1048 {
1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1049 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1048,11 +1054,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1048 return VivoxCall(requrl, true); 1054 return VivoxCall(requrl, true);
1049 } 1055 }
1050 1056
1051 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1057 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1052 1058
1053 /// <summary> 1059 /// <summary>
1054 /// Return information on channels in the given directory 1060 /// Return information on channels in the given directory
1055 /// </summary> 1061 /// </summary>
1062
1056 private XmlElement VivoxListChildren(string channelid) 1063 private XmlElement VivoxListChildren(string channelid)
1057 { 1064 {
1058 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1065 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1314,4 +1321,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1314 return false; 1321 return false;
1315 } 1322 }
1316 } 1323 }
1317} \ No newline at end of file 1324}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index e57e5e6..e798382 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -174,7 +174,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
174#pragma warning disable 67 174#pragma warning disable 67
175 public event Action<IClientAPI> OnLogout; 175 public event Action<IClientAPI> OnLogout;
176 public event ObjectPermissions OnObjectPermissions; 176 public event ObjectPermissions OnObjectPermissions;
177 177 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
178 public event MoneyTransferRequest OnMoneyTransferRequest; 178 public event MoneyTransferRequest OnMoneyTransferRequest;
179 public event ParcelBuy OnParcelBuy; 179 public event ParcelBuy OnParcelBuy;
180 public event Action<IClientAPI> OnConnectionClosed; 180 public event Action<IClientAPI> OnConnectionClosed;
@@ -194,6 +194,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
194 public event ObjectDrop OnObjectDrop; 194 public event ObjectDrop OnObjectDrop;
195 public event StartAnim OnStartAnim; 195 public event StartAnim OnStartAnim;
196 public event StopAnim OnStopAnim; 196 public event StopAnim OnStopAnim;
197 public event ChangeAnim OnChangeAnim;
197 public event LinkObjects OnLinkObjects; 198 public event LinkObjects OnLinkObjects;
198 public event DelinkObjects OnDelinkObjects; 199 public event DelinkObjects OnDelinkObjects;
199 public event RequestMapBlocks OnRequestMapBlocks; 200 public event RequestMapBlocks OnRequestMapBlocks;
@@ -243,6 +244,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
243 public event UpdatePrimTexture OnUpdatePrimTexture; 244 public event UpdatePrimTexture OnUpdatePrimTexture;
244 public event UpdateVector OnUpdatePrimGroupPosition; 245 public event UpdateVector OnUpdatePrimGroupPosition;
245 public event UpdateVector OnUpdatePrimSinglePosition; 246 public event UpdateVector OnUpdatePrimSinglePosition;
247 public event ClientChangeObject onClientChangeObject;
246 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 248 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
247 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 249 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
248 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 250 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -380,7 +382,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 382 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
381 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 383 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
382 public event ClassifiedDelete OnClassifiedDelete; 384 public event ClassifiedDelete OnClassifiedDelete;
383 public event ClassifiedDelete OnClassifiedGodDelete; 385 public event ClassifiedGodDelete OnClassifiedGodDelete;
384 386
385 public event EventNotificationAddRequest OnEventNotificationAddRequest; 387 public event EventNotificationAddRequest OnEventNotificationAddRequest;
386 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 388 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -419,6 +421,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
419 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 421 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
420 public event SimWideDeletesDelegate OnSimWideDeletes; 422 public event SimWideDeletesDelegate OnSimWideDeletes;
421 public event SendPostcard OnSendPostcard; 423 public event SendPostcard OnSendPostcard;
424 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
422 public event MuteListEntryUpdate OnUpdateMuteListEntry; 425 public event MuteListEntryUpdate OnUpdateMuteListEntry;
423 public event MuteListEntryRemove OnRemoveMuteListEntry; 426 public event MuteListEntryRemove OnRemoveMuteListEntry;
424 public event GodlikeMessage onGodlikeMessage; 427 public event GodlikeMessage onGodlikeMessage;
@@ -446,6 +449,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
446 public virtual UUID AgentId 449 public virtual UUID AgentId
447 { 450 {
448 get { return m_uuid; } 451 get { return m_uuid; }
452 set { m_uuid = value; }
449 } 453 }
450 454
451 public UUID SessionId 455 public UUID SessionId
@@ -854,8 +858,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
854 858
855 public void Close() 859 public void Close()
856 { 860 {
857 // Remove ourselves from the scene 861 Close(true);
858 m_scene.RemoveClient(AgentId, false); 862 }
863
864 public void Close(bool sendStop)
865 {
859 } 866 }
860 867
861 public void Start() 868 public void Start()
@@ -1189,5 +1196,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1189 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1196 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1190 { 1197 {
1191 } 1198 }
1199
1200 public void SendPartPhysicsProprieties(ISceneEntity entity)
1201 {
1202 }
1203
1192 } 1204 }
1193} 1205}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index d3456ab..a32ab2a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); 157 {
161 158 sp.CompleteMovement(npcAvatar, false);
162 return npcAvatar.AgentId; 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 } 160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
164 else 161 }
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 162 }
169 } 163 ev.Set();
164 });
165
166 ev.WaitOne();
167
168// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
169
170 return npcAvatar.AgentId;
170 } 171 }
171 172
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running) 173 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
@@ -356,9 +357,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
356 { 357 {
357 NPCAvatar av; 358 NPCAvatar av;
358 if (m_avatars.TryGetValue(npcID, out av)) 359 if (m_avatars.TryGetValue(npcID, out av))
360 {
361 if (npcID == callerID)
362 return true;
359 return CheckPermissions(av, callerID); 363 return CheckPermissions(av, callerID);
364 }
360 else 365 else
366 {
361 return false; 367 return false;
368 }
362 } 369 }
363 } 370 }
364 371
@@ -370,7 +377,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
370 /// <returns>true if they do, false if they don't.</returns> 377 /// <returns>true if they do, false if they don't.</returns>
371 private bool CheckPermissions(NPCAvatar av, UUID callerID) 378 private bool CheckPermissions(NPCAvatar av, UUID callerID)
372 { 379 {
373 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 380 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
374 } 381 }
375 } 382 }
376} 383}
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..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
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 jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 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
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 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)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5b743e8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
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 March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1414
1415 if (prim_geom != IntPtr.Zero)
1416 {
1417 if (m_NoColide)
1418 {
1419 d.GeomSetCategoryBits(prim_geom, 0);
1420 d.GeomSetCollideBits(prim_geom, 0);
1421 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // 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.
3798 // 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
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
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 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 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.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
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 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 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
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 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
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 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.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //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));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 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)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // 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));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 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)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //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));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // 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);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //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!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 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);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 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);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //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)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 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)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // 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
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 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))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 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);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((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] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 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));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 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));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
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/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..c32cf38 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 66 void releasePinned();
66 void Append(IMesh newMesh); 67 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 68 void TransformLinear(float[,] matrix, float[] offset);
69 Vector3 GetCentroid();
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..b66d7f1 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
175 public virtual bool IsVolumeDtc
176 {
177 get { return false; }
178 set { return; }
179 }
180
181 public virtual byte PhysicsShapeType { get; set; }
182
150 public abstract PrimitiveBaseShape Shape { set; } 183 public abstract PrimitiveBaseShape Shape { set; }
151 184
152 uint m_baseLocalID; 185 uint m_baseLocalID;
@@ -195,6 +228,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 228 }
196 } 229 }
197 230
231 public virtual byte[] Serialize(bool PhysIsRunning)
232 {
233 return new byte[0];
234 }
235
198 public virtual void RaiseOutOfBounds(Vector3 pos) 236 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 237 {
200 // Make a temporary copy of the event to avoid possibility of 238 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +260,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 260 {
223 } 261 }
224 262
263 public virtual float Density { get; set; }
264 public virtual float GravModifier { get; set; }
265 public virtual float Friction { get; set; }
266 public virtual float Bounce { get; set; }
267
225 /// <summary> 268 /// <summary>
226 /// Position of this actor. 269 /// Position of this actor.
227 /// </summary> 270 /// </summary>
@@ -554,5 +597,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 597 {
555 return false; 598 return false;
556 } 599 }
600
557 } 601 }
558} 602}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..d10a2aa 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 /// <summary> 74 /// <summary>
47 /// Contact result from a raycast. 75 /// Contact result from a raycast.
48 /// </summary> 76 /// </summary>
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager
54 public Vector3 Normal; 82 public Vector3 Normal;
55 } 83 }
56 84
85
86
57 public abstract class PhysicsScene 87 public abstract class PhysicsScene
58 { 88 {
59// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 89// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -125,6 +155,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 155 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 156 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 157
158 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
159 uint localid, byte[] sdata)
160 {
161 return null;
162 }
163
164 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
165 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
166 {
167 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
168 }
169
170
171 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
172 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
173 {
174 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
175 }
176
128 public virtual float TimeDilation 177 public virtual float TimeDilation
129 { 178 {
130 get { return 1.0f; } 179 get { return 1.0f; }
@@ -222,7 +271,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 271 }
223 272
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 273 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 274 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 275 public virtual void UnCombine(PhysicsScene pScene) {}
227 276
228 /// <summary> 277 /// <summary>
@@ -260,5 +309,23 @@ namespace OpenSim.Region.Physics.Manager
260 { 309 {
261 return new List<ContactResult>(); 310 return new List<ContactResult>();
262 } 311 }
312
313 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
314 {
315 return null;
316 }
317
318 public virtual bool SuportsRaycastWorldFiltered()
319 {
320 return false;
321 }
322
323 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
324 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
325 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
326 {
327 return new List<ContactResult>();
328 }
329
263 } 330 }
264} 331}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0716214..a41c856 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -601,8 +601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
601 break; 601 break;
602 602
603 case HollowShape.Circle: 603 case HollowShape.Circle:
604 // Hollow shape is a perfect cyllinder in respect to the cube's scale 604 // Hollow shape is a perfect cylinder in respect to the cube's scale
605 // Cyllinder hollow volume calculation 605 // Cylinder hollow volume calculation
606 606
607 hollowVolume *= 0.1963495f * 3.07920140172638f; 607 hollowVolume *= 0.1963495f * 3.07920140172638f;
608 break; 608 break;
@@ -2827,7 +2827,7 @@ Console.WriteLine(" JointCreateFixed");
2827 } 2827 }
2828 public override bool PIDActive { set { m_usePID = value; } } 2828 public override bool PIDActive { set { m_usePID = value; } }
2829 public override float PIDTau { set { m_PIDTau = value; } } 2829 public override float PIDTau { set { m_PIDTau = value; } }
2830 2830
2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
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.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
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.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
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//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
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.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
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// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
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// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/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("Ubit Variation")]
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/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..b0711d7
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1478 @@
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
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
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_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 private bool m_freemove = false;
107 // private CollisionLocker ode;
108
109 private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 float mu;
140
141 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 // force lower density for testing
172 m_density = 3.0f;
173
174
175 mu = parent_scene.AvatarFriction;
176
177 walkDivisor = walk_divisor;
178 runDivisor = rundivisor;
179
180 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
181 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
182
183 m_isPhysical = false; // current status: no ODE information exists
184
185 m_name = avName;
186
187 AddChange(changes.Add, null);
188 }
189
190 public override int PhysicsActorType
191 {
192 get { return (int)ActorTypes.Agent; }
193 set { return; }
194 }
195
196 public override void getContactData(ref ContactData cdata)
197 {
198 cdata.mu = mu;
199 cdata.bounce = 0;
200 cdata.softcolide = false;
201 }
202
203 public override bool Building { get; set; }
204
205 /// <summary>
206 /// If this is set, the avatar will move faster
207 /// </summary>
208 public override bool SetAlwaysRun
209 {
210 get { return m_alwaysRun; }
211 set { m_alwaysRun = value; }
212 }
213
214 public override uint LocalID
215 {
216 set { m_localID = value; }
217 }
218
219 public override bool Grabbed
220 {
221 set { return; }
222 }
223
224 public override bool Selected
225 {
226 set { return; }
227 }
228
229 public override float Buoyancy
230 {
231 get { return m_buoyancy; }
232 set { m_buoyancy = value; }
233 }
234
235 public override bool FloatOnWater
236 {
237 set { return; }
238 }
239
240 public override bool IsPhysical
241 {
242 get { return false; }
243 set { return; }
244 }
245
246 public override bool ThrottleUpdates
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool Flying
253 {
254 get { return flying; }
255 set
256 {
257 flying = value;
258 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
259 }
260 }
261
262 /// <summary>
263 /// Returns if the avatar is colliding in general.
264 /// This includes the ground and objects and avatar.
265 /// </summary>
266 public override bool IsColliding
267 {
268 get { return (m_iscolliding || m_iscollidingGround); }
269 set
270 {
271 if (value)
272 {
273 m_colliderfilter += 2;
274 if (m_colliderfilter > 2)
275 m_colliderfilter = 2;
276 }
277 else
278 {
279 m_colliderfilter--;
280 if (m_colliderfilter < 0)
281 m_colliderfilter = 0;
282 }
283
284 if (m_colliderfilter == 0)
285 m_iscolliding = false;
286 else
287 {
288 m_pidControllerActive = true;
289 m_iscolliding = true;
290 }
291 }
292 }
293
294 /// <summary>
295 /// Returns if an avatar is colliding with the ground
296 /// </summary>
297 public override bool CollidingGround
298 {
299 get { return m_iscollidingGround; }
300 set
301 {
302 /* we now control this
303 if (value)
304 {
305 m_colliderGroundfilter += 2;
306 if (m_colliderGroundfilter > 2)
307 m_colliderGroundfilter = 2;
308 }
309 else
310 {
311 m_colliderGroundfilter--;
312 if (m_colliderGroundfilter < 0)
313 m_colliderGroundfilter = 0;
314 }
315
316 if (m_colliderGroundfilter == 0)
317 m_iscollidingGround = false;
318 else
319 m_iscollidingGround = true;
320 */
321 }
322
323 }
324
325 /// <summary>
326 /// Returns if the avatar is colliding with an object
327 /// </summary>
328 public override bool CollidingObj
329 {
330 get { return m_iscollidingObj; }
331 set
332 {
333 // Ubit filter this also
334 if (value)
335 {
336 m_colliderObjectfilter += 2;
337 if (m_colliderObjectfilter > 2)
338 m_colliderObjectfilter = 2;
339 }
340 else
341 {
342 m_colliderObjectfilter--;
343 if (m_colliderObjectfilter < 0)
344 m_colliderObjectfilter = 0;
345 }
346
347 if (m_colliderObjectfilter == 0)
348 m_iscollidingObj = false;
349 else
350 m_iscollidingObj = true;
351
352 // m_iscollidingObj = value;
353
354 if (m_iscollidingObj)
355 m_pidControllerActive = false;
356 else
357 m_pidControllerActive = true;
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (value.IsFinite())
387 {
388 if (value.Z > 9999999f)
389 {
390 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
391 }
392 if (value.Z < -100f)
393 {
394 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
395 }
396 AddChange(changes.Position, value);
397 }
398 else
399 {
400 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 if (momentum.IsFinite())
642 AddChange(changes.Momentum, momentum);
643 }
644
645
646 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
647 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
648 // place that is safe to call this routine AvatarGeomAndBodyCreation.
649 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
650 {
651 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
652 if (CAPSULE_LENGTH <= 0)
653 {
654 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
655 CAPSULE_LENGTH = 0.01f;
656
657 }
658
659 if (CAPSULE_RADIUS <= 0)
660 {
661 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
662 CAPSULE_RADIUS = 0.01f;
663
664 }
665 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
666
667 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
668 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
669
670 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
671
672 m_mass = ShellMass.mass; // update mass
673
674 // rescale PID parameters
675 PID_D = _parent_scene.avPIDD;
676 PID_P = _parent_scene.avPIDP;
677
678 // rescale PID parameters so that this aren't affected by mass
679 // and so don't get unstable for some masses
680 // also scale by ode time step so you don't need to refix them
681
682 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
684 PID_P /= 50 * 80;
685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
686
687 Body = d.BodyCreate(_parent_scene.world);
688
689 _zeroFlag = false;
690 m_pidControllerActive = true;
691 m_freemove = false;
692
693 d.BodySetAutoDisableFlag(Body, false);
694 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
695
696 _position.X = npositionX;
697 _position.Y = npositionY;
698 _position.Z = npositionZ;
699
700 d.BodySetMass(Body, ref ShellMass);
701 d.GeomSetBody(Shell, Body);
702
703 // The purpose of the AMotor here is to keep the avatar's physical
704 // surrogate from rotating while moving
705 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
706 d.JointAttach(Amotor, Body, IntPtr.Zero);
707
708 d.JointSetAMotorMode(Amotor, 0);
709 d.JointSetAMotorNumAxes(Amotor, 3);
710 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
711 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
712 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
713
714 d.JointSetAMotorAngle(Amotor, 0, 0);
715 d.JointSetAMotorAngle(Amotor, 1, 0);
716 d.JointSetAMotorAngle(Amotor, 2, 0);
717
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
724
725 // These lowstops and high stops are effectively (no wiggle room)
726 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
729 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
730 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
731 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
732
733 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
734 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
735 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
736
737 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
738 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
739 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
740 }
741
742 /// <summary>
743 /// Destroys the avatar body and geom
744
745 private void AvatarGeomAndBodyDestroy()
746 {
747 // Kill the Amotor
748 if (Amotor != IntPtr.Zero)
749 {
750 d.JointDestroy(Amotor);
751 Amotor = IntPtr.Zero;
752 }
753
754 if (Body != IntPtr.Zero)
755 {
756 //kill the body
757 d.BodyDestroy(Body);
758 Body = IntPtr.Zero;
759 }
760
761 //kill the Geometry
762 if (Shell != IntPtr.Zero)
763 {
764 _parent_scene.geom_name_map.Remove(Shell);
765 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
766 d.GeomDestroy(Shell);
767 Shell = IntPtr.Zero;
768 }
769 }
770
771 /// <summary>
772 /// Called from Simulate
773 /// This is the avatar's movement control + PID Controller
774 /// </summary>
775 /// <param name="timeStep"></param>
776 public void Move(float timeStep, List<OdeCharacter> defects)
777 {
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp = d.BodyGetPosition(Body);
782 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
783
784 // the Amotor still lets avatar rotation to drift during colisions
785 // so force it back to identity
786
787
788
789 d.Quaternion qtmp;
790 qtmp.W = 1;
791 qtmp.X = 0;
792 qtmp.Y = 0;
793 qtmp.Z = 0;
794 d.BodySetQuaternion(Body, ref qtmp);
795
796 if (m_pidControllerActive == false)
797 {
798 _zeroPosition = localpos;
799 }
800
801 if (!localpos.IsFinite())
802 {
803 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
804 defects.Add(this);
805 // _parent_scene.RemoveCharacter(this);
806
807 // destroy avatar capsule and related ODE data
808 AvatarGeomAndBodyDestroy();
809 return;
810 }
811
812 // check outbounds forcing to be in world
813 bool fixbody = false;
814 if (localpos.X < 0.0f)
815 {
816 fixbody = true;
817 localpos.X = 0.1f;
818 }
819 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
820 {
821 fixbody = true;
822 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
823 }
824 if (localpos.Y < 0.0f)
825 {
826 fixbody = true;
827 localpos.Y = 0.1f;
828 }
829 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
830 {
831 fixbody = true;
832 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
833 }
834 if (fixbody)
835 {
836 m_freemove = false;
837 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
838 }
839
840 float breakfactor;
841
842 Vector3 vec = Vector3.Zero;
843 dtmp = d.BodyGetLinearVel(Body);
844 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
845 float velLengthSquared = vel.LengthSquared();
846
847 float movementdivisor = 1f;
848 //Ubit change divisions into multiplications below
849 if (!m_alwaysRun)
850 movementdivisor = 1 / walkDivisor;
851 else
852 movementdivisor = 1 / runDivisor;
853
854 //******************************************
855 // colide with land
856 d.AABB aabb;
857 d.GeomGetAABB(Shell, out aabb);
858 float chrminZ = aabb.MinZ;
859
860 Vector3 posch = localpos;
861
862 float ftmp;
863
864 if (flying)
865 {
866 ftmp = timeStep;
867 posch.X += vel.X * ftmp;
868 posch.Y += vel.Y * ftmp;
869 }
870
871 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
872 if (chrminZ < terrainheight)
873 {
874 float depth = terrainheight - chrminZ;
875 if (!flying)
876 {
877 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
878 }
879 else
880 vec.Z = depth * PID_P * 50;
881
882 if (depth < 0.1f)
883 {
884 m_colliderGroundfilter++;
885 if (m_colliderGroundfilter > 2)
886 {
887 m_iscolliding = true;
888 m_colliderfilter = 2;
889
890 if (m_colliderGroundfilter > 10)
891 {
892 m_colliderGroundfilter = 10;
893 m_freemove = false;
894 }
895
896 m_iscollidingGround = true;
897
898 ContactPoint contact = new ContactPoint();
899 contact.PenetrationDepth = depth;
900 contact.Position.X = localpos.X;
901 contact.Position.Y = localpos.Y;
902 contact.Position.Z = chrminZ;
903 contact.SurfaceNormal.X = 0f;
904 contact.SurfaceNormal.Y = 0f;
905 contact.SurfaceNormal.Z = -1f;
906 AddCollisionEvent(0, contact);
907
908 vec.Z *= 0.5f;
909 }
910 }
911
912 else
913 {
914 m_colliderGroundfilter = 0;
915 m_iscollidingGround = false;
916 }
917 }
918 else
919 {
920 m_colliderGroundfilter = 0;
921 m_iscollidingGround = false;
922 }
923
924 //******************************************
925
926 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
927
928 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
929 if (!tviszero)
930 m_freemove = false;
931
932 if (!m_freemove)
933 {
934
935 // if velocity is zero, use position control; otherwise, velocity control
936 if (tviszero && m_iscolliding)
937 {
938 // keep track of where we stopped. No more slippin' & slidin'
939 if (!_zeroFlag)
940 {
941 _zeroFlag = true;
942 _zeroPosition = localpos;
943 }
944 if (m_pidControllerActive)
945 {
946 // We only want to deactivate the PID Controller if we think we want to have our surrogate
947 // react to the physics scene by moving it's position.
948 // Avatar to Avatar collisions
949 // Prim to avatar collisions
950
951 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
952 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
953 if (flying)
954 {
955 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
956 }
957 }
958 //PidStatus = true;
959 }
960 else
961 {
962 m_pidControllerActive = true;
963 _zeroFlag = false;
964
965 if (m_iscolliding)
966 {
967 if (!flying)
968 {
969 if (_target_velocity.Z > 0.0f)
970 {
971 // We're colliding with something and we're not flying but we're moving
972 // This means we're walking or running. JUMPING
973 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
974 }
975 // We're standing on something
976 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
977 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
978 }
979 else
980 {
981 // We're flying and colliding with something
982 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
983 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
984 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
985 }
986 }
987 else // ie not colliding
988 {
989 if (flying) //(!m_iscolliding && flying)
990 {
991 // we're in mid air suspended
992 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
993 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
994 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
995 }
996
997 else
998 {
999 // we're not colliding and we're not flying so that means we're falling!
1000 // m_iscolliding includes collisions with the ground.
1001
1002 // d.Vector3 pos = d.BodyGetPosition(Body);
1003 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
1004 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
1005 }
1006 }
1007 }
1008
1009 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
1010 {
1011 breakfactor = 0.16f * m_mass;
1012 vec.X -= breakfactor * vel.X;
1013 vec.Y -= breakfactor * vel.Y;
1014 vec.Z -= breakfactor * vel.Z;
1015 }
1016 }
1017 else
1018 {
1019 breakfactor = m_mass;
1020 vec.X -= breakfactor * vel.X;
1021 vec.Y -= breakfactor * vel.Y;
1022 if (flying)
1023 vec.Z -= breakfactor * vel.Z;
1024 else
1025 vec.Z -= .5f* m_mass * vel.Z;
1026 }
1027
1028 if (flying)
1029 {
1030 vec.Z -= _parent_scene.gravityz * m_mass;
1031
1032 //Added for auto fly height. Kitto Flora
1033 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1034
1035 if (localpos.Z < target_altitude)
1036 {
1037 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1038 }
1039 // end add Kitto Flora
1040 }
1041
1042 if (vec.IsFinite())
1043 {
1044 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1045 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1046 }
1047 else
1048 {
1049 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1050 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1051 defects.Add(this);
1052 // _parent_scene.RemoveCharacter(this);
1053 // destroy avatar capsule and related ODE data
1054 AvatarGeomAndBodyDestroy();
1055 return;
1056 }
1057
1058 // update our local ideia of position velocity and aceleration
1059 _position = localpos;
1060 if (_zeroFlag)
1061 {
1062 _velocity = Vector3.Zero;
1063 _acceleration = Vector3.Zero;
1064 }
1065 else
1066 {
1067 _acceleration = _velocity; // previus velocity
1068 _velocity = vel;
1069 _acceleration = (vel - _acceleration) / timeStep;
1070 }
1071
1072 }
1073
1074 /// <summary>
1075 /// Updates the reported position and velocity.
1076 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1077 /// also outbounds checking
1078 /// copy and outbounds now done in move(..) at ode rate
1079 ///
1080 /// </summary>
1081 public void UpdatePositionAndVelocity()
1082 {
1083 return;
1084
1085// if (Body == IntPtr.Zero)
1086// return;
1087
1088 }
1089
1090 /// <summary>
1091 /// Cleanup the things we use in the scene.
1092 /// </summary>
1093 public void Destroy()
1094 {
1095 AddChange(changes.Remove, null);
1096 }
1097
1098 public override void CrossingFailure()
1099 {
1100 }
1101
1102 public override Vector3 PIDTarget { set { return; } }
1103 public override bool PIDActive { set { return; } }
1104 public override float PIDTau { set { return; } }
1105
1106 public override float PIDHoverHeight { set { return; } }
1107 public override bool PIDHoverActive { set { return; } }
1108 public override PIDHoverType PIDHoverType { set { return; } }
1109 public override float PIDHoverTau { set { return; } }
1110
1111 public override Quaternion APIDTarget { set { return; } }
1112
1113 public override bool APIDActive { set { return; } }
1114
1115 public override float APIDStrength { set { return; } }
1116
1117 public override float APIDDamping { set { return; } }
1118
1119
1120 public override void SubscribeEvents(int ms)
1121 {
1122 m_requestedUpdateFrequency = ms;
1123 m_eventsubscription = ms;
1124 _parent_scene.AddCollisionEventReporting(this);
1125 m_haseventsubscription = true;
1126 }
1127
1128 public override void UnSubscribeEvents()
1129 {
1130 m_haseventsubscription = false;
1131 _parent_scene.RemoveCollisionEventReporting(this);
1132 m_requestedUpdateFrequency = 0;
1133 m_eventsubscription = 0;
1134 }
1135
1136 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1137 {
1138 if (m_haseventsubscription)
1139 {
1140 // m_log.DebugFormat(
1141 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1142
1143 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1144 }
1145 }
1146
1147 public void SendCollisions()
1148 {
1149 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1150 {
1151 if (CollisionEventsThisFrame != null)
1152 {
1153 base.SendCollisionUpdate(CollisionEventsThisFrame);
1154 }
1155 CollisionEventsThisFrame = new CollisionEventUpdate();
1156 m_eventsubscription = 0;
1157 }
1158 }
1159
1160 public override bool SubscribedEvents()
1161 {
1162 return m_haseventsubscription;
1163 }
1164
1165 private void changePhysicsStatus(bool NewStatus)
1166 {
1167 if (NewStatus != m_isPhysical)
1168 {
1169 if (NewStatus)
1170 {
1171 // Create avatar capsule and related ODE data
1172 if ((Shell != IntPtr.Zero))
1173 {
1174 // a lost shell ?
1175 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1176 + (Shell != IntPtr.Zero ? "Shell " : "")
1177 + (Body != IntPtr.Zero ? "Body " : "")
1178 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1179 AvatarGeomAndBodyDestroy();
1180 }
1181
1182 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1183 _parent_scene.geom_name_map[Shell] = m_name;
1184 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1185 _parent_scene.AddCharacter(this);
1186 }
1187 else
1188 {
1189 _parent_scene.RemoveCharacter(this);
1190 // destroy avatar capsule and related ODE data
1191 AvatarGeomAndBodyDestroy();
1192 }
1193 m_freemove = false;
1194 m_isPhysical = NewStatus;
1195 }
1196 }
1197
1198 private void changeAdd()
1199 {
1200 changePhysicsStatus(true);
1201 }
1202
1203 private void changeRemove()
1204 {
1205 changePhysicsStatus(false);
1206 }
1207
1208 private void changeShape(PrimitiveBaseShape arg)
1209 {
1210 }
1211
1212 private void changeSize(Vector3 Size)
1213 {
1214 if (Size.IsFinite())
1215 {
1216 float caplen = Size.Z;
1217
1218 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1219
1220 if (caplen != CAPSULE_LENGTH)
1221 {
1222 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1223 {
1224 AvatarGeomAndBodyDestroy();
1225
1226 float prevCapsule = CAPSULE_LENGTH;
1227 CAPSULE_LENGTH = caplen;
1228
1229 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1230 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1231
1232 Velocity = Vector3.Zero;
1233
1234 _parent_scene.geom_name_map[Shell] = m_name;
1235 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1236 }
1237 else
1238 {
1239 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1240 + (Shell == IntPtr.Zero ? "Shell " : "")
1241 + (Body == IntPtr.Zero ? "Body " : "")
1242 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1243 }
1244 }
1245 m_freemove = false;
1246 m_pidControllerActive = true;
1247 }
1248 else
1249 {
1250 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1251 }
1252 }
1253
1254 private void changePosition( Vector3 newPos)
1255 {
1256 if (Body != IntPtr.Zero)
1257 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1258 _position = newPos;
1259 m_freemove = false;
1260 m_pidControllerActive = true;
1261 }
1262
1263 private void changeOrientation(Quaternion newOri)
1264 {
1265 }
1266
1267 private void changeVelocity(Vector3 newVel)
1268 {
1269 m_pidControllerActive = true;
1270 m_freemove = false;
1271 _target_velocity = newVel;
1272 }
1273
1274 private void changeSetTorque(Vector3 newTorque)
1275 {
1276 }
1277
1278 private void changeAddForce(Vector3 newForce)
1279 {
1280 }
1281
1282 private void changeAddAngularForce(Vector3 arg)
1283 {
1284 }
1285
1286 private void changeAngularLock(Vector3 arg)
1287 {
1288 }
1289
1290 private void changeFloatOnWater(bool arg)
1291 {
1292 }
1293
1294 private void changeVolumedetetion(bool arg)
1295 {
1296 }
1297
1298 private void changeSelectedStatus(bool arg)
1299 {
1300 }
1301
1302 private void changeDisable(bool arg)
1303 {
1304 }
1305
1306 private void changeBuilding(bool arg)
1307 {
1308 }
1309
1310 private void setFreeMove()
1311 {
1312 m_pidControllerActive = true;
1313 _zeroFlag = false;
1314 _target_velocity = Vector3.Zero;
1315 m_freemove = true;
1316 m_colliderfilter = -2;
1317 m_colliderObjectfilter = -2;
1318 m_colliderGroundfilter = -2;
1319
1320 m_iscolliding = false;
1321 m_iscollidingGround = false;
1322 m_iscollidingObj = false;
1323
1324 CollisionEventsThisFrame = new CollisionEventUpdate();
1325 m_eventsubscription = 0;
1326 }
1327
1328 private void changeForce(Vector3 newForce)
1329 {
1330 setFreeMove();
1331
1332 if (Body != IntPtr.Zero)
1333 {
1334 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1335 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1336 }
1337 }
1338
1339 // for now momentum is actually velocity
1340 private void changeMomentum(Vector3 newmomentum)
1341 {
1342 _velocity = newmomentum;
1343 setFreeMove();
1344
1345 if (Body != IntPtr.Zero)
1346 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1347 }
1348
1349 private void donullchange()
1350 {
1351 }
1352
1353 public bool DoAChange(changes what, object arg)
1354 {
1355 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1356 {
1357 return false;
1358 }
1359
1360 // nasty switch
1361 switch (what)
1362 {
1363 case changes.Add:
1364 changeAdd();
1365 break;
1366 case changes.Remove:
1367 changeRemove();
1368 break;
1369
1370 case changes.Position:
1371 changePosition((Vector3)arg);
1372 break;
1373
1374 case changes.Orientation:
1375 changeOrientation((Quaternion)arg);
1376 break;
1377
1378 case changes.PosOffset:
1379 donullchange();
1380 break;
1381
1382 case changes.OriOffset:
1383 donullchange();
1384 break;
1385
1386 case changes.Velocity:
1387 changeVelocity((Vector3)arg);
1388 break;
1389
1390 // case changes.Acceleration:
1391 // changeacceleration((Vector3)arg);
1392 // break;
1393 // case changes.AngVelocity:
1394 // changeangvelocity((Vector3)arg);
1395 // break;
1396
1397 case changes.Force:
1398 changeForce((Vector3)arg);
1399 break;
1400
1401 case changes.Torque:
1402 changeSetTorque((Vector3)arg);
1403 break;
1404
1405 case changes.AddForce:
1406 changeAddForce((Vector3)arg);
1407 break;
1408
1409 case changes.AddAngForce:
1410 changeAddAngularForce((Vector3)arg);
1411 break;
1412
1413 case changes.AngLock:
1414 changeAngularLock((Vector3)arg);
1415 break;
1416
1417 case changes.Size:
1418 changeSize((Vector3)arg);
1419 break;
1420
1421 case changes.Momentum:
1422 changeMomentum((Vector3)arg);
1423 break;
1424/* not in use for now
1425 case changes.Shape:
1426 changeShape((PrimitiveBaseShape)arg);
1427 break;
1428
1429 case changes.CollidesWater:
1430 changeFloatOnWater((bool)arg);
1431 break;
1432
1433 case changes.VolumeDtc:
1434 changeVolumedetetion((bool)arg);
1435 break;
1436
1437 case changes.Physical:
1438 changePhysicsStatus((bool)arg);
1439 break;
1440
1441 case changes.Selected:
1442 changeSelectedStatus((bool)arg);
1443 break;
1444
1445 case changes.disabled:
1446 changeDisable((bool)arg);
1447 break;
1448
1449 case changes.building:
1450 changeBuilding((bool)arg);
1451 break;
1452*/
1453 case changes.Null:
1454 donullchange();
1455 break;
1456
1457 default:
1458 donullchange();
1459 break;
1460 }
1461 return false;
1462 }
1463
1464 public void AddChange(changes what, object arg)
1465 {
1466 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1467 }
1468
1469
1470 internal void AddCollisionFrameTime(int p)
1471 {
1472 // protect it from overflow crashing
1473 if (m_eventsubscription + p >= int.MaxValue)
1474 m_eventsubscription = 0;
1475 m_eventsubscription += p;
1476 }
1477 }
1478}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..e27be1e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1083 @@
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/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140 public float FrictionFactor
141 {
142 get
143 {
144 return m_ffactor;
145 }
146 }
147
148 public ODEDynamics(OdePrim rootp)
149 {
150 rootPrim = rootp;
151 _pParentScene = rootPrim._parent_scene;
152 m_timestep = _pParentScene.ODE_STEPSIZE;
153 m_invtimestep = 1.0f / m_timestep;
154 }
155
156 public void DoSetVehicle(VehicleData vd)
157 {
158 m_type = vd.m_type;
159 m_flags = vd.m_flags;
160
161
162 // Linear properties
163 m_linearMotorDirection = vd.m_linearMotorDirection;
164
165 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
166 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
167 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
168 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
169
170 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
171 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
172 m_linearMotorDecayTimescale += 0.2f;
173 m_linearMotorDecayTimescale *= m_invtimestep;
174
175 m_linearMotorTimescale = vd.m_linearMotorTimescale;
176 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
177
178 m_linearMotorOffset = vd.m_linearMotorOffset;
179
180 //Angular properties
181 m_angularMotorDirection = vd.m_angularMotorDirection;
182 m_angularMotorTimescale = vd.m_angularMotorTimescale;
183 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
184
185 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
186 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
187 m_angularMotorDecayTimescale *= m_invtimestep;
188
189 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
190 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
191 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
192 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
193
194 //Deflection properties
195 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
196 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
197 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
198
199 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
200 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
201 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
202
203 //Banking properties
204 m_bankingEfficiency = vd.m_bankingEfficiency;
205 m_bankingMix = vd.m_bankingMix;
206 m_bankingTimescale = vd.m_bankingTimescale;
207 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
208
209 //Hover and Buoyancy properties
210 m_VhoverHeight = vd.m_VhoverHeight;
211 m_VhoverEfficiency = vd.m_VhoverEfficiency;
212 m_VhoverTimescale = vd.m_VhoverTimescale;
213 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
214
215 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
216
217 //Attractor properties
218 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
219 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
220 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
221
222 // Axis
223 m_referenceFrame = vd.m_referenceFrame;
224
225 m_lmEfect = 0;
226 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
227 m_amEfect = 0;
228 m_ffactor = 1.0f;
229 }
230
231 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
232 {
233 float len;
234
235 switch (pParam)
236 {
237 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
238 if (pValue < 0f) pValue = 0f;
239 if (pValue > 1f) pValue = 1f;
240 m_angularDeflectionEfficiency = pValue;
241 break;
242 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
243 if (pValue < m_timestep) pValue = m_timestep;
244 m_angularDeflectionTimescale = pValue;
245 break;
246 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
247 if (pValue < m_timestep) pValue = m_timestep;
248 else if (pValue > 120) pValue = 120;
249 m_angularMotorDecayTimescale = pValue * m_invtimestep;
250 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
251 break;
252 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
253 if (pValue < m_timestep) pValue = m_timestep;
254 m_angularMotorTimescale = pValue;
255 break;
256 case Vehicle.BANKING_EFFICIENCY:
257 if (pValue < -1f) pValue = -1f;
258 if (pValue > 1f) pValue = 1f;
259 m_bankingEfficiency = pValue;
260 break;
261 case Vehicle.BANKING_MIX:
262 if (pValue < 0f) pValue = 0f;
263 if (pValue > 1f) pValue = 1f;
264 m_bankingMix = pValue;
265 break;
266 case Vehicle.BANKING_TIMESCALE:
267 if (pValue < m_timestep) pValue = m_timestep;
268 m_bankingTimescale = pValue;
269 break;
270 case Vehicle.BUOYANCY:
271 if (pValue < -1f) pValue = -1f;
272 if (pValue > 1f) pValue = 1f;
273 m_VehicleBuoyancy = pValue;
274 break;
275 case Vehicle.HOVER_EFFICIENCY:
276 if (pValue < 0f) pValue = 0f;
277 if (pValue > 1f) pValue = 1f;
278 m_VhoverEfficiency = pValue;
279 break;
280 case Vehicle.HOVER_HEIGHT:
281 m_VhoverHeight = pValue;
282 break;
283 case Vehicle.HOVER_TIMESCALE:
284 if (pValue < m_timestep) pValue = m_timestep;
285 m_VhoverTimescale = pValue;
286 break;
287 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
288 if (pValue < 0f) pValue = 0f;
289 if (pValue > 1f) pValue = 1f;
290 m_linearDeflectionEfficiency = pValue;
291 break;
292 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
293 if (pValue < m_timestep) pValue = m_timestep;
294 m_linearDeflectionTimescale = pValue;
295 break;
296 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
297 if (pValue < m_timestep) pValue = m_timestep;
298 else if (pValue > 120) pValue = 120;
299 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
300 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
301 break;
302 case Vehicle.LINEAR_MOTOR_TIMESCALE:
303 if (pValue < m_timestep) pValue = m_timestep;
304 m_linearMotorTimescale = pValue;
305 break;
306 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
307 if (pValue < 0f) pValue = 0f;
308 if (pValue > 1f) pValue = 1f;
309 m_verticalAttractionEfficiency = pValue;
310 break;
311 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
312 if (pValue < m_timestep) pValue = m_timestep;
313 m_verticalAttractionTimescale = pValue;
314 break;
315
316 // These are vector properties but the engine lets you use a single float value to
317 // set all of the components to the same value
318 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
319 if (pValue < m_timestep) pValue = m_timestep;
320 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
321 break;
322 case Vehicle.ANGULAR_MOTOR_DIRECTION:
323 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
324 len = m_angularMotorDirection.Length();
325 if (len > 12.566f)
326 m_angularMotorDirection *= (12.566f / len);
327
328 m_amEfect = 1.0f ; // turn it on
329 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
330
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_FRICTION_TIMESCALE:
336 if (pValue < m_timestep) pValue = m_timestep;
337 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
338 break;
339 case Vehicle.LINEAR_MOTOR_DIRECTION:
340 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
341 len = m_linearMotorDirection.Length();
342 if (len > 100.0f)
343 m_linearMotorDirection *= (100.0f / len);
344
345 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
346 m_lmEfect = 1.0f; // turn it on
347
348 m_ffactor = 0.01f;
349 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
350 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
351 d.BodyEnable(rootPrim.Body);
352 break;
353 case Vehicle.LINEAR_MOTOR_OFFSET:
354 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
355 len = m_linearMotorOffset.Length();
356 if (len > 100.0f)
357 m_linearMotorOffset *= (100.0f / len);
358 break;
359 }
360 }//end ProcessFloatVehicleParam
361
362 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
363 {
364 float len;
365
366 switch (pParam)
367 {
368 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
369 if (pValue.X < m_timestep) pValue.X = m_timestep;
370 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
371 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
372
373 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.ANGULAR_MOTOR_DIRECTION:
376 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 // Limit requested angular speed to 2 rps= 4 pi rads/sec
378 len = m_angularMotorDirection.Length();
379 if (len > 12.566f)
380 m_angularMotorDirection *= (12.566f / len);
381
382 m_amEfect = 1.0f; // turn it on
383 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
384
385 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
386 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
387 d.BodyEnable(rootPrim.Body);
388 break;
389 case Vehicle.LINEAR_FRICTION_TIMESCALE:
390 if (pValue.X < m_timestep) pValue.X = m_timestep;
391 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
392 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
393 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 case Vehicle.LINEAR_MOTOR_DIRECTION:
396 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
397 len = m_linearMotorDirection.Length();
398 if (len > 100.0f)
399 m_linearMotorDirection *= (100.0f / len);
400
401 m_lmEfect = 1.0f; // turn it on
402 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
403
404 m_ffactor = 0.01f;
405 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
406 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
407 d.BodyEnable(rootPrim.Body);
408 break;
409 case Vehicle.LINEAR_MOTOR_OFFSET:
410 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
411 len = m_linearMotorOffset.Length();
412 if (len > 100.0f)
413 m_linearMotorOffset *= (100.0f / len);
414 break;
415 case Vehicle.BLOCK_EXIT:
416 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
417 break;
418 }
419 }//end ProcessVectorVehicleParam
420
421 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
422 {
423 switch (pParam)
424 {
425 case Vehicle.REFERENCE_FRAME:
426 m_referenceFrame = Quaternion.Inverse(pValue);
427 break;
428 case Vehicle.ROLL_FRAME:
429 m_RollreferenceFrame = pValue;
430 break;
431 }
432 }//end ProcessRotationVehicleParam
433
434 internal void ProcessVehicleFlags(int pParam, bool remove)
435 {
436 if (remove)
437 {
438 m_flags &= ~((VehicleFlag)pParam);
439 }
440 else
441 {
442 m_flags |= (VehicleFlag)pParam;
443 }
444 }//end ProcessVehicleFlags
445
446 internal void ProcessTypeChange(Vehicle pType)
447 {
448 m_lmEfect = 0;
449
450 m_amEfect = 0;
451 m_ffactor = 1f;
452
453 m_linearMotorDirection = Vector3.Zero;
454 m_angularMotorDirection = Vector3.Zero;
455
456 m_BlockingEndPoint = Vector3.Zero;
457 m_RollreferenceFrame = Quaternion.Identity;
458 m_linearMotorOffset = Vector3.Zero;
459
460 m_referenceFrame = Quaternion.Identity;
461
462 // Set Defaults For Type
463 m_type = pType;
464 switch (pType)
465 {
466 case Vehicle.TYPE_NONE:
467 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
468 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
469 m_linearMotorTimescale = 1000;
470 m_linearMotorDecayTimescale = 120 * m_invtimestep;
471 m_angularMotorTimescale = 1000;
472 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
473 m_VhoverHeight = 0;
474 m_VhoverEfficiency = 1;
475 m_VhoverTimescale = 1000;
476 m_VehicleBuoyancy = 0;
477 m_linearDeflectionEfficiency = 0;
478 m_linearDeflectionTimescale = 1000;
479 m_angularDeflectionEfficiency = 0;
480 m_angularDeflectionTimescale = 1000;
481 m_bankingEfficiency = 0;
482 m_bankingMix = 1;
483 m_bankingTimescale = 1000;
484 m_verticalAttractionEfficiency = 0;
485 m_verticalAttractionTimescale = 1000;
486
487 m_flags = (VehicleFlag)0;
488 break;
489
490 case Vehicle.TYPE_SLED:
491 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1000;
494 m_linearMotorDecayTimescale = 120 * m_invtimestep;
495 m_angularMotorTimescale = 1000;
496 m_angularMotorDecayTimescale = 120 * m_invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 1;
499 m_VhoverTimescale = 10;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 1;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1;
506 m_verticalAttractionTimescale = 1000;
507 m_bankingEfficiency = 0;
508 m_bankingMix = 1;
509 m_bankingTimescale = 10;
510 m_flags &=
511 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
512 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
513 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
514 VehicleFlag.LIMIT_ROLL_ONLY |
515 VehicleFlag.LIMIT_MOTOR_UP);
516 break;
517
518 case Vehicle.TYPE_CAR:
519 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
520 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
521 m_linearMotorTimescale = 1;
522 m_linearMotorDecayTimescale = 60 * m_invtimestep;
523 m_angularMotorTimescale = 1;
524 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
525 m_VhoverHeight = 0;
526 m_VhoverEfficiency = 0;
527 m_VhoverTimescale = 1000;
528 m_VehicleBuoyancy = 0;
529 m_linearDeflectionEfficiency = 1;
530 m_linearDeflectionTimescale = 2;
531 m_angularDeflectionEfficiency = 0;
532 m_angularDeflectionTimescale = 10;
533 m_verticalAttractionEfficiency = 1f;
534 m_verticalAttractionTimescale = 10f;
535 m_bankingEfficiency = -0.2f;
536 m_bankingMix = 1;
537 m_bankingTimescale = 1;
538 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
539 VehicleFlag.HOVER_TERRAIN_ONLY |
540 VehicleFlag.HOVER_GLOBAL_HEIGHT);
541 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
542 VehicleFlag.LIMIT_ROLL_ONLY |
543 VehicleFlag.LIMIT_MOTOR_UP |
544 VehicleFlag.HOVER_UP_ONLY);
545 break;
546 case Vehicle.TYPE_BOAT:
547 m_linearFrictionTimescale = new Vector3(10, 3, 2);
548 m_angularFrictionTimescale = new Vector3(10, 10, 10);
549 m_linearMotorTimescale = 5;
550 m_linearMotorDecayTimescale = 60 * m_invtimestep;
551 m_angularMotorTimescale = 4;
552 m_angularMotorDecayTimescale = 4 * m_invtimestep;
553 m_VhoverHeight = 0;
554 m_VhoverEfficiency = 0.5f;
555 m_VhoverTimescale = 2;
556 m_VehicleBuoyancy = 1;
557 m_linearDeflectionEfficiency = 0.5f;
558 m_linearDeflectionTimescale = 3;
559 m_angularDeflectionEfficiency = 0.5f;
560 m_angularDeflectionTimescale = 5;
561 m_verticalAttractionEfficiency = 0.5f;
562 m_verticalAttractionTimescale = 5f;
563 m_bankingEfficiency = -0.3f;
564 m_bankingMix = 0.8f;
565 m_bankingTimescale = 1;
566 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
567 VehicleFlag.HOVER_GLOBAL_HEIGHT |
568 VehicleFlag.HOVER_UP_ONLY); // |
569// VehicleFlag.LIMIT_ROLL_ONLY);
570 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
571 VehicleFlag.LIMIT_MOTOR_UP |
572 VehicleFlag.HOVER_UP_ONLY | // new sl
573 VehicleFlag.HOVER_WATER_ONLY);
574 break;
575
576 case Vehicle.TYPE_AIRPLANE:
577 m_linearFrictionTimescale = new Vector3(200, 10, 5);
578 m_angularFrictionTimescale = new Vector3(20, 20, 20);
579 m_linearMotorTimescale = 2;
580 m_linearMotorDecayTimescale = 60 * m_invtimestep;
581 m_angularMotorTimescale = 4;
582 m_angularMotorDecayTimescale = 8 * m_invtimestep;
583 m_VhoverHeight = 0;
584 m_VhoverEfficiency = 0.5f;
585 m_VhoverTimescale = 1000;
586 m_VehicleBuoyancy = 0;
587 m_linearDeflectionEfficiency = 0.5f;
588 m_linearDeflectionTimescale = 0.5f;
589 m_angularDeflectionEfficiency = 1;
590 m_angularDeflectionTimescale = 2;
591 m_verticalAttractionEfficiency = 0.9f;
592 m_verticalAttractionTimescale = 2f;
593 m_bankingEfficiency = 1;
594 m_bankingMix = 0.7f;
595 m_bankingTimescale = 2;
596 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
597 VehicleFlag.HOVER_TERRAIN_ONLY |
598 VehicleFlag.HOVER_GLOBAL_HEIGHT |
599 VehicleFlag.HOVER_UP_ONLY |
600 VehicleFlag.NO_DEFLECTION_UP |
601 VehicleFlag.LIMIT_MOTOR_UP);
602 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
603 break;
604
605 case Vehicle.TYPE_BALLOON:
606 m_linearFrictionTimescale = new Vector3(5, 5, 5);
607 m_angularFrictionTimescale = new Vector3(10, 10, 10);
608 m_linearMotorTimescale = 5;
609 m_linearMotorDecayTimescale = 60 * m_invtimestep;
610 m_angularMotorTimescale = 6;
611 m_angularMotorDecayTimescale = 10 * m_invtimestep;
612 m_VhoverHeight = 5;
613 m_VhoverEfficiency = 0.8f;
614 m_VhoverTimescale = 10;
615 m_VehicleBuoyancy = 1;
616 m_linearDeflectionEfficiency = 0;
617 m_linearDeflectionTimescale = 5 * m_invtimestep;
618 m_angularDeflectionEfficiency = 0;
619 m_angularDeflectionTimescale = 5;
620 m_verticalAttractionEfficiency = 1f;
621 m_verticalAttractionTimescale = 1000f;
622 m_bankingEfficiency = 0;
623 m_bankingMix = 0.7f;
624 m_bankingTimescale = 5;
625 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
626 VehicleFlag.HOVER_TERRAIN_ONLY |
627 VehicleFlag.HOVER_UP_ONLY |
628 VehicleFlag.NO_DEFLECTION_UP |
629 VehicleFlag.LIMIT_MOTOR_UP | //);
630 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
631 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
632
633// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
634// VehicleFlag.HOVER_GLOBAL_HEIGHT);
635 break;
636
637 }
638
639 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
640 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
641
642 }//end SetDefaultsForType
643
644 internal void Stop()
645 {
646 m_lmEfect = 0;
647 m_lmDecay = 0f;
648 m_amEfect = 0;
649 m_amDecay = 0;
650 m_ffactor = 1f;
651 }
652
653 public static Vector3 Xrot(Quaternion rot)
654 {
655 Vector3 vec;
656 rot.Normalize(); // just in case
657 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
658 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
659 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
660 return vec;
661 }
662
663 public static Vector3 Zrot(Quaternion rot)
664 {
665 Vector3 vec;
666 rot.Normalize(); // just in case
667 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
668 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
669 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
670
671 return vec;
672 }
673
674 private const float pi = (float)Math.PI;
675 private const float halfpi = 0.5f * (float)Math.PI;
676 private const float twopi = 2.0f * pi;
677
678 public static Vector3 ubitRot2Euler(Quaternion rot)
679 {
680 // returns roll in X
681 // pitch in Y
682 // yaw in Z
683 Vector3 vec;
684
685 // assuming rot is normalised
686 // rot.Normalize();
687
688 float zX = rot.X * rot.Z + rot.Y * rot.W;
689
690 if (zX < -0.49999f)
691 {
692 vec.X = 0;
693 vec.Y = -halfpi;
694 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
695 }
696 else if (zX > 0.49999f)
697 {
698 vec.X = 0;
699 vec.Y = halfpi;
700 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
701 }
702 else
703 {
704 vec.Y = (float)Math.Asin(2 * zX);
705
706 float sqw = rot.W * rot.W;
707
708 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
709 float zZ = rot.Z * rot.Z + sqw - 0.5f;
710
711 vec.X = (float)Math.Atan2(minuszY, zZ);
712
713 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
714 float yY = rot.X * rot.X + sqw - 0.5f;
715 vec.Z = (float)Math.Atan2(yX, yY);
716 }
717 return vec;
718 }
719
720 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
721 {
722 // assuming rot is normalised
723 // rot.Normalize();
724
725 float zX = rot.X * rot.Z + rot.Y * rot.W;
726
727 if (zX < -0.49999f)
728 {
729 roll = 0;
730 pitch = -halfpi;
731 }
732 else if (zX > 0.49999f)
733 {
734 roll = 0;
735 pitch = halfpi;
736 }
737 else
738 {
739 pitch = (float)Math.Asin(2 * zX);
740
741 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
742 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
743
744 roll = (float)Math.Atan2(minuszY, zZ);
745 }
746 return ;
747 }
748
749 internal void Step()
750 {
751 IntPtr Body = rootPrim.Body;
752
753 d.Mass dmass;
754 d.BodyGetMass(Body, out dmass);
755
756 d.Quaternion rot = d.BodyGetQuaternion(Body);
757 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
758 Quaternion rotq = objrotq; // rotq = rotation of object
759 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
760 Quaternion irotq = Quaternion.Inverse(rotq);
761
762 d.Vector3 dvtmp;
763 Vector3 tmpV;
764 Vector3 curVel; // velocity in world
765 Vector3 curAngVel; // angular velocity in world
766 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
767 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
768 d.Vector3 dtorque = new d.Vector3();
769
770 dvtmp = d.BodyGetLinearVel(Body);
771 curVel.X = dvtmp.X;
772 curVel.Y = dvtmp.Y;
773 curVel.Z = dvtmp.Z;
774 Vector3 curLocalVel = curVel * irotq; // current velocity in local
775
776 dvtmp = d.BodyGetAngularVel(Body);
777 curAngVel.X = dvtmp.X;
778 curAngVel.Y = dvtmp.Y;
779 curAngVel.Z = dvtmp.Z;
780 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
781
782 float ldampZ = 0;
783
784 // linear motor
785 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
786 {
787 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
788 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
789 tmpV *= rotq; // to world
790
791 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
792 tmpV.Z = 0;
793
794 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
795 {
796 // have offset, do it now
797 tmpV *= dmass.mass;
798 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
799 }
800 else
801 {
802 force.X += tmpV.X;
803 force.Y += tmpV.Y;
804 force.Z += tmpV.Z;
805 }
806
807 m_lmEfect *= m_lmDecay;
808 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
809 }
810 else
811 {
812 m_lmEfect = 0;
813 m_ffactor = 1f;
814 }
815
816 // hover
817 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
818 {
819 // d.Vector3 pos = d.BodyGetPosition(Body);
820 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
821 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
822
823 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
824 float perr;
825
826 // default to global but don't go underground
827 perr = m_VhoverHeight - pos.Z;
828
829 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
830 {
831 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
832 {
833 perr += _pParentScene.GetWaterLevel();
834 }
835 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
836 {
837 perr += t;
838 }
839 else
840 {
841 float w = _pParentScene.GetWaterLevel();
842 if (t > w)
843 perr += t;
844 else
845 perr += w;
846 }
847 }
848 else if (t > m_VhoverHeight)
849 perr = t - pos.Z; ;
850
851 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
852 {
853 ldampZ = m_VhoverEfficiency * m_invtimestep;
854
855 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
856
857 // force.Z += perr - curVel.Z * tmp;
858 force.Z += perr;
859 ldampZ *= -curVel.Z;
860
861 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
862 }
863 else // no buoyancy
864 force.Z += _pParentScene.gravityz;
865 }
866 else
867 {
868 // default gravity and Buoyancy
869 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
870 }
871
872 // linear deflection
873 if (m_linearDeflectionEfficiency > 0)
874 {
875 float len = curVel.Length();
876 if (len > 0.01) // if moving
877 {
878 Vector3 atAxis;
879 atAxis = Xrot(rotq); // where are we pointing to
880 atAxis *= len; // make it same size as world velocity vector
881
882 tmpV = -atAxis; // oposite direction
883 atAxis -= curVel; // error to one direction
884 len = atAxis.LengthSquared();
885
886 tmpV -= curVel; // error to oposite
887 float lens = tmpV.LengthSquared();
888
889 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
890 {
891 if (len < lens)
892 tmpV = atAxis;
893
894 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
895 force.X += tmpV.X;
896 force.Y += tmpV.Y;
897 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
898 force.Z += tmpV.Z;
899 }
900 }
901 }
902
903 // linear friction/damping
904 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
905 {
906 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
907 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
908 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
909 tmpV *= rotq; // to world
910
911 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
912 tmpV.Z = ldampZ;
913 force.X += tmpV.X;
914 force.Y += tmpV.Y;
915 force.Z += tmpV.Z;
916 }
917
918 // vertical atractor
919 if (m_verticalAttractionTimescale < 300)
920 {
921 float roll;
922 float pitch;
923
924
925
926 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
927
928 float ftmp2;
929 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
930 m_amdampX = ftmp2;
931
932 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
933
934 GetRollPitch(irotq, out roll, out pitch);
935
936 if (roll > halfpi)
937 roll = pi - roll;
938 else if (roll < -halfpi)
939 roll = -pi - roll;
940
941 float effroll = pitch / halfpi;
942 effroll *= effroll;
943 effroll = 1 - effroll;
944 effroll *= roll;
945
946
947 torque.X += effroll * ftmp;
948
949 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
950 {
951 float effpitch = roll / halfpi;
952 effpitch *= effpitch;
953 effpitch = 1 - effpitch;
954 effpitch *= pitch;
955
956 torque.Y += effpitch * ftmp;
957 }
958
959 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
960 {
961
962 float broll = effroll;
963 /*
964 if (broll > halfpi)
965 broll = pi - broll;
966 else if (broll < -halfpi)
967 broll = -pi - broll;
968 */
969 broll *= m_bankingEfficiency;
970 if (m_bankingMix != 0)
971 {
972 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
973 if (vfact > 1.0f) vfact = 1.0f;
974
975 if (curLocalVel.X >= 0)
976 broll *= (1 + (vfact - 1) * m_bankingMix);
977 else
978 broll *= -(1 + (vfact - 1) * m_bankingMix);
979 }
980 // make z rot be in world Z not local as seems to be in sl
981
982 broll = broll / m_bankingTimescale;
983
984
985 tmpV = Zrot(irotq);
986 tmpV *= broll;
987
988 torque.X += tmpV.X;
989 torque.Y += tmpV.Y;
990 torque.Z += tmpV.Z;
991
992 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
993 m_amdampY = m_amdampZ;
994
995 }
996 else
997 {
998 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
999 m_amdampY = m_amdampX;
1000 }
1001 }
1002 else
1003 {
1004 m_ampwr = 1.0f;
1005 m_amdampX = 1 / m_angularFrictionTimescale.X;
1006 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1007 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1008 }
1009
1010 // angular motor
1011 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1012 {
1013 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1014 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1015 torque.X += tmpV.X * m_ampwr;
1016 torque.Y += tmpV.Y * m_ampwr;
1017 torque.Z += tmpV.Z;
1018
1019 m_amEfect *= m_amDecay;
1020 }
1021 else
1022 m_amEfect = 0;
1023
1024 // angular deflection
1025 if (m_angularDeflectionEfficiency > 0)
1026 {
1027 Vector3 dirv;
1028
1029 if (curLocalVel.X > 0.01f)
1030 dirv = curLocalVel;
1031 else if (curLocalVel.X < -0.01f)
1032 // use oposite
1033 dirv = -curLocalVel;
1034 else
1035 {
1036 // make it fall into small positive x case
1037 dirv.X = 0.01f;
1038 dirv.Y = curLocalVel.Y;
1039 dirv.Z = curLocalVel.Z;
1040 }
1041
1042 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1043
1044 if (Math.Abs(dirv.Z) > 0.01)
1045 {
1046 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1047 }
1048
1049 if (Math.Abs(dirv.Y) > 0.01)
1050 {
1051 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1052 }
1053 }
1054
1055 // angular friction
1056 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1057 {
1058 torque.X -= curLocalAngVel.X * m_amdampX;
1059 torque.Y -= curLocalAngVel.Y * m_amdampY;
1060 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1061 }
1062
1063
1064
1065 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1066 {
1067 force *= dmass.mass;
1068 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1069 }
1070
1071 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1072 {
1073 torque *= m_referenceFrame; // to object frame
1074 dtorque.X = torque.X ;
1075 dtorque.Y = torque.Y;
1076 dtorque.Z = torque.Z;
1077
1078 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1079 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1080 }
1081 }
1082 }
1083}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..87a7e51
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4039 @@
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/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 public int m_eventsubscription;
198 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
199
200 public volatile bool childPrim;
201
202 public ODEDynamics m_vehicle;
203
204 internal int m_material = (int)Material.Wood;
205 private float mu;
206 private float bounce;
207
208 /// <summary>
209 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
210 /// </summary>
211 public override bool IsPhysical // this is not reliable for internal use
212 {
213 get { return m_fakeisphysical; }
214 set
215 {
216 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
217 // and also to stop imediatly some updates
218 // but real change will only happen in taintprocessing
219
220 if (!value) // Zero the remembered last velocity
221 m_lastVelocity = Vector3.Zero;
222 AddChange(changes.Physical, value);
223 }
224 }
225
226 public override bool IsVolumeDtc
227 {
228 get { return m_fakeisVolumeDetect; }
229 set
230 {
231 m_fakeisVolumeDetect = value;
232 AddChange(changes.VolumeDtc, value);
233 }
234 }
235
236
237 public override bool Phantom // this is not reliable for internal use
238 {
239 get { return m_fakeisphantom; }
240 set
241 {
242 m_fakeisphantom = value;
243 AddChange(changes.Phantom, value);
244 }
245 }
246
247 public override bool Building // this is not reliable for internal use
248 {
249 get { return m_building; }
250 set
251 {
252 if (value)
253 m_building = true;
254 AddChange(changes.building, value);
255 }
256 }
257
258 public override void getContactData(ref ContactData cdata)
259 {
260 cdata.mu = mu;
261 cdata.bounce = bounce;
262
263 // cdata.softcolide = m_softcolide;
264 cdata.softcolide = false;
265
266 if (m_isphysical)
267 {
268 ODEDynamics veh;
269 if (_parent != null)
270 veh = ((OdePrim)_parent).m_vehicle;
271 else
272 veh = m_vehicle;
273
274 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
275 cdata.mu *= veh.FrictionFactor;
276 }
277 }
278
279 public override int PhysicsActorType
280 {
281 get { return (int)ActorTypes.Prim; }
282 set { return; }
283 }
284
285 public override bool SetAlwaysRun
286 {
287 get { return false; }
288 set { return; }
289 }
290
291 public override uint LocalID
292 {
293 get
294 {
295 return m_localID;
296 }
297 set
298 {
299 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
300 m_localID = value;
301 }
302 }
303
304 public override bool Grabbed
305 {
306 set { return; }
307 }
308
309 public override bool Selected
310 {
311 set
312 {
313 if (value)
314 m_isSelected = value; // if true set imediatly to stop moves etc
315 AddChange(changes.Selected, value);
316 }
317 }
318
319 public override bool Flying
320 {
321 // no flying prims for you
322 get { return false; }
323 set { }
324 }
325
326 public override bool IsColliding
327 {
328 get { return m_iscolliding; }
329 set
330 {
331 if (value)
332 {
333 m_colliderfilter += 2;
334 if (m_colliderfilter > 2)
335 m_colliderfilter = 2;
336 }
337 else
338 {
339 m_colliderfilter--;
340 if (m_colliderfilter < 0)
341 m_colliderfilter = 0;
342 }
343
344 if (m_colliderfilter == 0)
345 m_iscolliding = false;
346 else
347 m_iscolliding = true;
348 }
349 }
350
351 public override bool CollidingGround
352 {
353 get { return false; }
354 set { return; }
355 }
356
357 public override bool CollidingObj
358 {
359 get { return false; }
360 set { return; }
361 }
362
363 public override bool ThrottleUpdates
364 {
365 get { return m_throttleUpdates; }
366 set { m_throttleUpdates = value; }
367 }
368
369 public override bool Stopped
370 {
371 get { return _zeroFlag; }
372 }
373
374 public override Vector3 Position
375 {
376 get
377 {
378 if (givefakepos > 0)
379 return fakepos;
380 else
381 return _position;
382 }
383
384 set
385 {
386 fakepos = value;
387 givefakepos++;
388 AddChange(changes.Position, value);
389 }
390 }
391
392 public override Vector3 Size
393 {
394 get { return _size; }
395 set
396 {
397 if (value.IsFinite())
398 {
399 AddChange(changes.Size, value);
400 }
401 else
402 {
403 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
404 }
405 }
406 }
407
408 public override float Mass
409 {
410 get { return primMass; }
411 }
412
413 public override Vector3 Force
414 {
415 //get { return Vector3.Zero; }
416 get { return m_force; }
417 set
418 {
419 if (value.IsFinite())
420 {
421 AddChange(changes.Force, value);
422 }
423 else
424 {
425 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
426 }
427 }
428 }
429
430 public override void SetVolumeDetect(int param)
431 {
432 m_fakeisVolumeDetect = (param != 0);
433 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
434 }
435
436 public override Vector3 GeometricCenter
437 {
438 // this is not real geometric center but a average of positions relative to root prim acording to
439 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
440 // ignoring tortured prims details since sl also seems to ignore
441 // so no real use in doing it on physics
442 get
443 {
444 return Vector3.Zero;
445 }
446 }
447
448 public override Vector3 CenterOfMass
449 {
450 get
451 {
452 lock (_parent_scene.OdeLock)
453 {
454 d.Vector3 dtmp;
455 if (!childPrim && Body != IntPtr.Zero)
456 {
457 dtmp = d.BodyGetPosition(Body);
458 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
459 }
460 else if (prim_geom != IntPtr.Zero)
461 {
462 d.Quaternion dq;
463 d.GeomCopyQuaternion(prim_geom, out dq);
464 Quaternion q;
465 q.X = dq.X;
466 q.Y = dq.Y;
467 q.Z = dq.Z;
468 q.W = dq.W;
469
470 Vector3 Ptot = primOOBoffset * q;
471 dtmp = d.GeomGetPosition(prim_geom);
472 Ptot.X += dtmp.X;
473 Ptot.Y += dtmp.Y;
474 Ptot.Z += dtmp.Z;
475
476 // if(childPrim) we only know about physical linksets
477 return Ptot;
478 /*
479 float tmass = _mass;
480 Ptot *= tmass;
481
482 float m;
483
484 foreach (OdePrim prm in childrenPrim)
485 {
486 m = prm._mass;
487 Ptot += prm.CenterOfMass * m;
488 tmass += m;
489 }
490
491 if (tmass == 0)
492 tmass = 0;
493 else
494 tmass = 1.0f / tmass;
495
496 Ptot *= tmass;
497 return Ptot;
498 */
499 }
500 else
501 return _position;
502 }
503 }
504 }
505 /*
506 public override Vector3 PrimOOBsize
507 {
508 get
509 {
510 return primOOBsize;
511 }
512 }
513
514 public override Vector3 PrimOOBoffset
515 {
516 get
517 {
518 return primOOBoffset;
519 }
520 }
521
522 public override float PrimOOBRadiusSQ
523 {
524 get
525 {
526 return primOOBradiusSQ;
527 }
528 }
529 */
530 public override PrimitiveBaseShape Shape
531 {
532 set
533 {
534/*
535 IMesh mesh = null;
536 if (_parent_scene.needsMeshing(value))
537 {
538 bool convex;
539 if (m_shapetype == 0)
540 convex = false;
541 else
542 convex = true;
543 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
544 }
545
546 if (mesh != null)
547 {
548 lock (m_meshlock)
549 m_mesh = mesh;
550 }
551*/
552 AddChange(changes.Shape, value);
553 }
554 }
555
556 public override byte PhysicsShapeType
557 {
558 get
559 {
560 return m_shapetype;
561 }
562 set
563 {
564 m_shapetype = value;
565 AddChange(changes.Shape, null);
566 }
567 }
568
569
570 public override Vector3 Velocity
571 {
572 get
573 {
574 if (_zeroFlag)
575 return Vector3.Zero;
576 return _velocity;
577 }
578 set
579 {
580 if (value.IsFinite())
581 {
582 AddChange(changes.Velocity, value);
583 // _velocity = value;
584
585 }
586 else
587 {
588 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
589 }
590
591 }
592 }
593
594 public override Vector3 Torque
595 {
596 get
597 {
598 if (!IsPhysical || Body == IntPtr.Zero)
599 return Vector3.Zero;
600
601 return _torque;
602 }
603
604 set
605 {
606 if (value.IsFinite())
607 {
608 AddChange(changes.Torque, value);
609 }
610 else
611 {
612 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
613 }
614 }
615 }
616
617 public override float CollisionScore
618 {
619 get { return m_collisionscore; }
620 set { m_collisionscore = value; }
621 }
622
623 public override bool Kinematic
624 {
625 get { return false; }
626 set { }
627 }
628
629 public override Quaternion Orientation
630 {
631 get
632 {
633 if (givefakeori > 0)
634 return fakeori;
635 else
636
637 return _orientation;
638 }
639 set
640 {
641 if (QuaternionIsFinite(value))
642 {
643 fakeori = value;
644 givefakeori++;
645 AddChange(changes.Orientation, value);
646 }
647 else
648 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
649
650 }
651 }
652
653 public override Vector3 Acceleration
654 {
655 get { return _acceleration; }
656 set { }
657 }
658
659 public override Vector3 RotationalVelocity
660 {
661 get
662 {
663 Vector3 pv = Vector3.Zero;
664 if (_zeroFlag)
665 return pv;
666
667 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
668 return pv;
669
670 return m_rotationalVelocity;
671 }
672 set
673 {
674 if (value.IsFinite())
675 {
676 m_rotationalVelocity = value;
677 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
678 d.BodyEnable(Body);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687
688 public override float Buoyancy
689 {
690 get { return m_buoyancy; }
691 set
692 {
693 m_buoyancy = value;
694 }
695 }
696
697 public override bool FloatOnWater
698 {
699 set
700 {
701 AddChange(changes.CollidesWater, value);
702 }
703 }
704
705 public override Vector3 PIDTarget
706 {
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_PIDTarget = value;
712 }
713 else
714 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
715 }
716 }
717
718 public override bool PIDActive { set { m_usePID = value; } }
719 public override float PIDTau
720 {
721 set
722 {
723 if (value <= 0)
724 m_PIDTau = 0;
725 else
726 {
727 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
728 if (value < mint)
729 m_PIDTau = mint;
730 else
731 m_PIDTau = value;
732 }
733 }
734 }
735
736 public override float PIDHoverHeight
737 {
738 set
739 {
740 m_PIDHoverHeight = value;
741 if (value == 0)
742 m_useHoverPID = false;
743 }
744 }
745 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
746 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
747 public override float PIDHoverTau
748 {
749 set
750 {
751 if (value <= 0)
752 m_PIDHoverTau = 0;
753 else
754 {
755 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
756 if (value < mint)
757 m_PIDHoverTau = mint;
758 else
759 m_PIDHoverTau = value;
760 }
761 }
762 }
763
764 public override Quaternion APIDTarget { set { return; } }
765
766 public override bool APIDActive { set { return; } }
767
768 public override float APIDStrength { set { return; } }
769
770 public override float APIDDamping { set { return; } }
771
772 public override int VehicleType
773 {
774 // we may need to put a fake on this
775 get
776 {
777 if (m_vehicle == null)
778 return (int)Vehicle.TYPE_NONE;
779 else
780 return (int)m_vehicle.Type;
781 }
782 set
783 {
784 AddChange(changes.VehicleType, value);
785 }
786 }
787
788 public override void VehicleFloatParam(int param, float value)
789 {
790 strVehicleFloatParam fp = new strVehicleFloatParam();
791 fp.param = param;
792 fp.value = value;
793 AddChange(changes.VehicleFloatParam, fp);
794 }
795
796 public override void VehicleVectorParam(int param, Vector3 value)
797 {
798 strVehicleVectorParam fp = new strVehicleVectorParam();
799 fp.param = param;
800 fp.value = value;
801 AddChange(changes.VehicleVectorParam, fp);
802 }
803
804 public override void VehicleRotationParam(int param, Quaternion value)
805 {
806 strVehicleQuatParam fp = new strVehicleQuatParam();
807 fp.param = param;
808 fp.value = value;
809 AddChange(changes.VehicleRotationParam, fp);
810 }
811
812 public override void VehicleFlags(int param, bool value)
813 {
814 strVehicleBoolParam bp = new strVehicleBoolParam();
815 bp.param = param;
816 bp.value = value;
817 AddChange(changes.VehicleFlags, bp);
818 }
819
820 public override void SetVehicle(object vdata)
821 {
822 AddChange(changes.SetVehicle, vdata);
823 }
824 public void SetAcceleration(Vector3 accel)
825 {
826 _acceleration = accel;
827 }
828
829 public override void AddForce(Vector3 force, bool pushforce)
830 {
831 if (force.IsFinite())
832 {
833 if(pushforce)
834 AddChange(changes.AddForce, force);
835 else // a impulse
836 AddChange(changes.AddForce, force * m_invTimeStep);
837 }
838 else
839 {
840 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
841 }
842 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
843 }
844
845 public override void AddAngularForce(Vector3 force, bool pushforce)
846 {
847 if (force.IsFinite())
848 {
849// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
850 AddChange(changes.AddAngForce, force);
851// else // a impulse
852// AddChange(changes.AddAngForce, force * m_invTimeStep);
853 }
854 else
855 {
856 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
857 }
858 }
859
860 public override void CrossingFailure()
861 {
862 if (m_outbounds)
863 {
864 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
865 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
866 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
867
868 m_lastposition = _position;
869 _velocity.X = 0;
870 _velocity.Y = 0;
871 _velocity.Z = 0;
872
873 m_lastVelocity = _velocity;
874 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
875 m_vehicle.Stop();
876
877 if(Body != IntPtr.Zero)
878 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
879 if (prim_geom != IntPtr.Zero)
880 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
881
882 m_outbounds = false;
883 changeDisable(false);
884 base.RequestPhysicsterseUpdate();
885 }
886 }
887
888 public override void SetMomentum(Vector3 momentum)
889 {
890 }
891
892 public override void SetMaterial(int pMaterial)
893 {
894 m_material = pMaterial;
895 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
896 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
897 }
898
899 public void setPrimForRemoval()
900 {
901 AddChange(changes.Remove, null);
902 }
903
904 public override void link(PhysicsActor obj)
905 {
906 AddChange(changes.Link, obj);
907 }
908
909 public override void delink()
910 {
911 AddChange(changes.DeLink, null);
912 }
913
914 public override void LockAngularMotion(Vector3 axis)
915 {
916 // reverse the zero/non zero values for ODE.
917 if (axis.IsFinite())
918 {
919 axis.X = (axis.X > 0) ? 1f : 0f;
920 axis.Y = (axis.Y > 0) ? 1f : 0f;
921 axis.Z = (axis.Z > 0) ? 1f : 0f;
922 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
923 AddChange(changes.AngLock, axis);
924 }
925 else
926 {
927 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
928 }
929 }
930
931 public override void SubscribeEvents(int ms)
932 {
933 m_eventsubscription = ms;
934 _parent_scene.AddCollisionEventReporting(this);
935 }
936
937 public override void UnSubscribeEvents()
938 {
939 _parent_scene.RemoveCollisionEventReporting(this);
940 m_eventsubscription = 0;
941 }
942
943 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
944 {
945 if (CollisionEventsThisFrame == null)
946 CollisionEventsThisFrame = new CollisionEventUpdate();
947
948 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
949 }
950
951 public void SendCollisions()
952 {
953 if (CollisionEventsThisFrame == null)
954 return;
955
956 base.SendCollisionUpdate(CollisionEventsThisFrame);
957
958 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
959 CollisionEventsThisFrame = null;
960 else
961 CollisionEventsThisFrame = new CollisionEventUpdate();
962 }
963
964 public override bool SubscribedEvents()
965 {
966 if (m_eventsubscription > 0)
967 return true;
968 return false;
969 }
970
971
972 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
973 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
974 {
975 Name = primName;
976 LocalID = plocalID;
977
978 m_vehicle = null;
979
980 if (!pos.IsFinite())
981 {
982 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
983 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
984 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
985 }
986 _position = pos;
987 givefakepos = 0;
988
989 m_timeStep = parent_scene.ODE_STEPSIZE;
990 m_invTimeStep = 1f / m_timeStep;
991
992 m_density = parent_scene.geomDefaultDensity;
993 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
994 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
995
996 prim_geom = IntPtr.Zero;
997 collide_geom = IntPtr.Zero;
998 Body = IntPtr.Zero;
999
1000 if (!size.IsFinite())
1001 {
1002 size = new Vector3(0.5f, 0.5f, 0.5f);
1003 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1004 }
1005
1006 if (size.X <= 0) size.X = 0.01f;
1007 if (size.Y <= 0) size.Y = 0.01f;
1008 if (size.Z <= 0) size.Z = 0.01f;
1009
1010 _size = size;
1011
1012 if (!QuaternionIsFinite(rotation))
1013 {
1014 rotation = Quaternion.Identity;
1015 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1016 }
1017
1018 _orientation = rotation;
1019 givefakeori = 0;
1020
1021 _pbs = pbs;
1022
1023 _parent_scene = parent_scene;
1024 m_targetSpace = IntPtr.Zero;
1025
1026 if (pos.Z < 0)
1027 {
1028 m_isphysical = false;
1029 }
1030 else
1031 {
1032 m_isphysical = pisPhysical;
1033 }
1034 m_fakeisphysical = m_isphysical;
1035
1036 m_isVolumeDetect = false;
1037 m_fakeisVolumeDetect = false;
1038
1039 m_force = Vector3.Zero;
1040
1041 m_iscolliding = false;
1042 m_colliderfilter = 0;
1043 m_NoColide = false;
1044
1045 hasOOBoffsetFromMesh = false;
1046 _triMeshData = IntPtr.Zero;
1047
1048 m_shapetype = _shapeType;
1049
1050 m_lastdoneSelected = false;
1051 m_isSelected = false;
1052 m_delaySelect = false;
1053
1054 m_isphantom = pisPhantom;
1055 m_fakeisphantom = pisPhantom;
1056
1057 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1058 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1059
1060 CalcPrimBodyData();
1061
1062 m_mesh = null;
1063 if (_parent_scene.needsMeshing(pbs))
1064 {
1065 bool convex;
1066 if (m_shapetype == 0)
1067 convex = false;
1068 else
1069 convex = true;
1070
1071 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1072 }
1073
1074
1075 m_building = true; // control must set this to false when done
1076
1077 AddChange(changes.Add, null);
1078 }
1079
1080 private void resetCollisionAccounting()
1081 {
1082 m_collisionscore = 0;
1083 }
1084
1085 private void UpdateCollisionCatFlags()
1086 {
1087 if(m_isphysical && m_disabled)
1088 {
1089 m_collisionCategories = 0;
1090 m_collisionFlags = 0;
1091 }
1092
1093 else if (m_isSelected)
1094 {
1095 m_collisionCategories = CollisionCategories.Selected;
1096 m_collisionFlags = 0;
1097 }
1098
1099 else if (m_isVolumeDetect)
1100 {
1101 m_collisionCategories = CollisionCategories.VolumeDtc;
1102 if (m_isphysical)
1103 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1104 else
1105 m_collisionFlags = 0;
1106 }
1107 else if (m_isphantom)
1108 {
1109 m_collisionCategories = CollisionCategories.Phantom;
1110 if (m_isphysical)
1111 m_collisionFlags = CollisionCategories.Land;
1112 else
1113 m_collisionFlags = 0;
1114 }
1115 else
1116 {
1117 m_collisionCategories = CollisionCategories.Geom;
1118 if (m_isphysical)
1119 m_collisionFlags = m_default_collisionFlagsPhysical;
1120 else
1121 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1122 }
1123 }
1124
1125 private void ApplyCollisionCatFlags()
1126 {
1127 if (prim_geom != IntPtr.Zero)
1128 {
1129 if (!childPrim && childrenPrim.Count > 0)
1130 {
1131 foreach (OdePrim prm in childrenPrim)
1132 {
1133 if (m_isphysical && m_disabled)
1134 {
1135 prm.m_collisionCategories = 0;
1136 prm.m_collisionFlags = 0;
1137 }
1138 else
1139 {
1140 // preserve some
1141 if (prm.m_isSelected)
1142 {
1143 prm.m_collisionCategories = CollisionCategories.Selected;
1144 prm.m_collisionFlags = 0;
1145 }
1146 else if (prm.m_isVolumeDetect)
1147 {
1148 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1149 if (m_isphysical)
1150 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1151 else
1152 prm.m_collisionFlags = 0;
1153 }
1154 else if (prm.m_isphantom)
1155 {
1156 prm.m_collisionCategories = CollisionCategories.Phantom;
1157 if (m_isphysical)
1158 prm.m_collisionFlags = CollisionCategories.Land;
1159 else
1160 prm.m_collisionFlags = 0;
1161 }
1162 else
1163 {
1164 prm.m_collisionCategories = m_collisionCategories;
1165 prm.m_collisionFlags = m_collisionFlags;
1166 }
1167 }
1168
1169 if (prm.prim_geom != IntPtr.Zero)
1170 {
1171 if (prm.m_NoColide)
1172 {
1173 d.GeomSetCategoryBits(prm.prim_geom, 0);
1174 if (m_isphysical)
1175 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1176 else
1177 d.GeomSetCollideBits(prm.prim_geom, 0);
1178 }
1179 else
1180 {
1181 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1182 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1183 }
1184 }
1185 }
1186 }
1187
1188 if (m_NoColide)
1189 {
1190 d.GeomSetCategoryBits(prim_geom, 0);
1191 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1192 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1193 {
1194 d.GeomSetCategoryBits(collide_geom, 0);
1195 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1196 }
1197 }
1198 else
1199 {
1200 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1201 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1202 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1203 {
1204 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1205 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1206 }
1207 }
1208 }
1209 }
1210
1211 private void createAMotor(Vector3 axis)
1212 {
1213 if (Body == IntPtr.Zero)
1214 return;
1215
1216 if (Amotor != IntPtr.Zero)
1217 {
1218 d.JointDestroy(Amotor);
1219 Amotor = IntPtr.Zero;
1220 }
1221
1222 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1223
1224 if (axisnum <= 0)
1225 return;
1226
1227 // stop it
1228 d.BodySetTorque(Body, 0, 0, 0);
1229 d.BodySetAngularVel(Body, 0, 0, 0);
1230
1231 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1232 d.JointAttach(Amotor, Body, IntPtr.Zero);
1233
1234 d.JointSetAMotorMode(Amotor, 0);
1235
1236 d.JointSetAMotorNumAxes(Amotor, axisnum);
1237
1238 // get current orientation to lock
1239
1240 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1241 Quaternion curr; // crap convertion between identical things
1242 curr.X = dcur.X;
1243 curr.Y = dcur.Y;
1244 curr.Z = dcur.Z;
1245 curr.W = dcur.W;
1246 Vector3 ax;
1247
1248 int i = 0;
1249 int j = 0;
1250 if (axis.X == 0)
1251 {
1252 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1253 // ODE should do this with axis relative to body 1 but seems to fail
1254 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1255 d.JointSetAMotorAngle(Amotor, 0, 0);
1256 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1257 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1258 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1259 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1260 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1261 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1262 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1263 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1264 i++;
1265 j = 256; // move to next axis set
1266 }
1267
1268 if (axis.Y == 0)
1269 {
1270 ax = (new Vector3(0, 1, 0)) * curr;
1271 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1272 d.JointSetAMotorAngle(Amotor, i, 0);
1273 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1274 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1275 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1276 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1277 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1278 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1279 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1280 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1281 i++;
1282 j += 256;
1283 }
1284
1285 if (axis.Z == 0)
1286 {
1287 ax = (new Vector3(0, 0, 1)) * curr;
1288 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1289 d.JointSetAMotorAngle(Amotor, i, 0);
1290 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1291 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1292 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1293 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1294 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1295 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1296 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1297 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1298 }
1299 }
1300
1301 private bool setMesh(OdeScene parent_scene)
1302 {
1303 IntPtr vertices, indices;
1304 int vertexCount, indexCount;
1305 int vertexStride, triStride;
1306
1307 if (Body != IntPtr.Zero)
1308 {
1309 if (childPrim)
1310 {
1311 if (_parent != null)
1312 {
1313 OdePrim parent = (OdePrim)_parent;
1314 parent.ChildDelink(this, false);
1315 }
1316 }
1317 else
1318 {
1319 DestroyBody();
1320 }
1321 }
1322
1323 IMesh mesh = null;
1324
1325
1326 lock (m_meshlock)
1327 {
1328 if (m_mesh == null)
1329 {
1330 bool convex;
1331 if (m_shapetype == 0)
1332 convex = false;
1333 else
1334 convex = true;
1335
1336 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1337 }
1338 else
1339 {
1340 mesh = m_mesh;
1341 }
1342
1343 if (mesh == null)
1344 {
1345 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1346 return false;
1347 }
1348
1349
1350 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1351 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1352
1353 if (vertexCount == 0 || indexCount == 0)
1354 {
1355 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1356 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1357 mesh.releaseSourceMeshData();
1358 return false;
1359 }
1360
1361 primOOBoffset = mesh.GetCentroid();
1362 hasOOBoffsetFromMesh = true;
1363
1364 mesh.releaseSourceMeshData();
1365 m_mesh = null;
1366 }
1367
1368 IntPtr geo = IntPtr.Zero;
1369
1370 try
1371 {
1372 _triMeshData = d.GeomTriMeshDataCreate();
1373
1374 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1375 d.GeomTriMeshDataPreprocess(_triMeshData);
1376
1377 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1378 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1379 }
1380
1381 catch (Exception e)
1382 {
1383 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1384 if (_triMeshData != IntPtr.Zero)
1385 {
1386 d.GeomTriMeshDataDestroy(_triMeshData);
1387 _triMeshData = IntPtr.Zero;
1388 }
1389 return false;
1390 }
1391
1392 SetGeom(geo);
1393 return true;
1394 }
1395
1396 private void SetGeom(IntPtr geom)
1397 {
1398 prim_geom = geom;
1399 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1400 if (prim_geom != IntPtr.Zero)
1401 {
1402 if (m_NoColide)
1403 {
1404 d.GeomSetCategoryBits(prim_geom, 0);
1405 if (m_isphysical)
1406 {
1407 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1408 }
1409 else
1410 {
1411 d.GeomSetCollideBits(prim_geom, 0);
1412 d.GeomDisable(prim_geom);
1413 }
1414 }
1415 else
1416 {
1417 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1418 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1419 }
1420
1421 CalcPrimBodyData();
1422
1423 _parent_scene.geom_name_map[prim_geom] = Name;
1424 _parent_scene.actor_name_map[prim_geom] = this;
1425
1426 }
1427 else
1428 m_log.Warn("Setting bad Geom");
1429 }
1430
1431
1432 /// <summary>
1433 /// Create a geometry for the given mesh in the given target space.
1434 /// </summary>
1435 /// <param name="m_targetSpace"></param>
1436 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1437 private void CreateGeom()
1438 {
1439 if (_triMeshData != IntPtr.Zero)
1440 {
1441 d.GeomTriMeshDataDestroy(_triMeshData);
1442 _triMeshData = IntPtr.Zero;
1443 }
1444
1445 bool haveMesh = false;
1446 hasOOBoffsetFromMesh = false;
1447 m_NoColide = false;
1448
1449 if (_parent_scene.needsMeshing(_pbs))
1450 {
1451 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1452 if (!haveMesh)
1453 m_NoColide = true;
1454 }
1455
1456 if (!haveMesh)
1457 {
1458 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1459 && _size.X == _size.Y && _size.Y == _size.Z)
1460 { // it's a sphere
1461 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1462 try
1463 {
1464 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1465 }
1466 catch (Exception e)
1467 {
1468 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1469 return;
1470 }
1471 }
1472 else
1473 {// do it as a box
1474 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1475 try
1476 {
1477 //Console.WriteLine(" CreateGeom 4");
1478 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1479 }
1480 catch (Exception e)
1481 {
1482 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1483 return;
1484 }
1485 }
1486 }
1487 }
1488
1489 /// <summary>
1490 /// Set a new geometry for this prim.
1491 /// </summary>
1492 /// <param name="geom"></param>
1493 private void RemoveGeom()
1494 {
1495 if (prim_geom != IntPtr.Zero)
1496 {
1497 _parent_scene.geom_name_map.Remove(prim_geom);
1498 _parent_scene.actor_name_map.Remove(prim_geom);
1499 try
1500 {
1501 d.GeomDestroy(prim_geom);
1502 if (_triMeshData != IntPtr.Zero)
1503 {
1504 d.GeomTriMeshDataDestroy(_triMeshData);
1505 _triMeshData = IntPtr.Zero;
1506 }
1507 }
1508 // catch (System.AccessViolationException)
1509 catch (Exception e)
1510 {
1511 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1512 }
1513
1514 prim_geom = IntPtr.Zero;
1515 collide_geom = IntPtr.Zero;
1516 }
1517 else
1518 {
1519 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1520 }
1521 Body = IntPtr.Zero;
1522 hasOOBoffsetFromMesh = false;
1523 }
1524/*
1525 private void ChildSetGeom(OdePrim odePrim)
1526 {
1527 // well..
1528 DestroyBody();
1529 MakeBody();
1530 }
1531*/
1532 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1533 // should only be called for non physical prims unless they are becoming non physical
1534 private void SetInStaticSpace(OdePrim prim)
1535 {
1536 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1537 prim.m_targetSpace = targetSpace;
1538 collide_geom = IntPtr.Zero;
1539 }
1540
1541 public void enableBodySoft()
1542 {
1543 m_disabled = false;
1544 if (!childPrim && !m_isSelected)
1545 {
1546 if (m_isphysical && Body != IntPtr.Zero)
1547 {
1548 UpdateCollisionCatFlags();
1549 ApplyCollisionCatFlags();
1550
1551 d.BodyEnable(Body);
1552 }
1553 }
1554 resetCollisionAccounting();
1555 }
1556
1557 private void disableBodySoft()
1558 {
1559 m_disabled = true;
1560 if (!childPrim)
1561 {
1562 if (m_isphysical && Body != IntPtr.Zero)
1563 {
1564 if (m_isSelected)
1565 m_collisionFlags = CollisionCategories.Selected;
1566 else
1567 m_collisionCategories = 0;
1568 m_collisionFlags = 0;
1569 ApplyCollisionCatFlags();
1570 d.BodyDisable(Body);
1571 }
1572 }
1573 }
1574
1575 private void MakeBody()
1576 {
1577 if (!m_isphysical) // only physical get bodies
1578 return;
1579
1580 if (childPrim) // child prims don't get bodies;
1581 return;
1582
1583 if (m_building)
1584 return;
1585
1586 if (prim_geom == IntPtr.Zero)
1587 {
1588 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1589 return;
1590 }
1591
1592 if (Body != IntPtr.Zero)
1593 {
1594 d.BodyDestroy(Body);
1595 Body = IntPtr.Zero;
1596 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1597 }
1598
1599
1600 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1601 {
1602 d.GeomSetBody(prim_geom, IntPtr.Zero);
1603 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1604 }
1605
1606 d.Matrix3 mymat = new d.Matrix3();
1607 d.Quaternion myrot = new d.Quaternion();
1608 d.Mass objdmass = new d.Mass { };
1609
1610 Body = d.BodyCreate(_parent_scene.world);
1611
1612 objdmass = primdMass;
1613
1614 // rotate inertia
1615 myrot.X = _orientation.X;
1616 myrot.Y = _orientation.Y;
1617 myrot.Z = _orientation.Z;
1618 myrot.W = _orientation.W;
1619
1620 d.RfromQ(out mymat, ref myrot);
1621 d.MassRotate(ref objdmass, ref mymat);
1622
1623 // set the body rotation
1624 d.BodySetRotation(Body, ref mymat);
1625
1626 // recompute full object inertia if needed
1627 if (childrenPrim.Count > 0)
1628 {
1629 d.Matrix3 mat = new d.Matrix3();
1630 d.Quaternion quat = new d.Quaternion();
1631 d.Mass tmpdmass = new d.Mass { };
1632 Vector3 rcm;
1633
1634 rcm.X = _position.X;
1635 rcm.Y = _position.Y;
1636 rcm.Z = _position.Z;
1637
1638 lock (childrenPrim)
1639 {
1640 foreach (OdePrim prm in childrenPrim)
1641 {
1642 if (prm.prim_geom == IntPtr.Zero)
1643 {
1644 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1645 continue;
1646 }
1647
1648 tmpdmass = prm.primdMass;
1649
1650 // apply prim current rotation to inertia
1651 quat.X = prm._orientation.X;
1652 quat.Y = prm._orientation.Y;
1653 quat.Z = prm._orientation.Z;
1654 quat.W = prm._orientation.W;
1655 d.RfromQ(out mat, ref quat);
1656 d.MassRotate(ref tmpdmass, ref mat);
1657
1658 Vector3 ppos = prm._position;
1659 ppos.X -= rcm.X;
1660 ppos.Y -= rcm.Y;
1661 ppos.Z -= rcm.Z;
1662 // refer inertia to root prim center of mass position
1663 d.MassTranslate(ref tmpdmass,
1664 ppos.X,
1665 ppos.Y,
1666 ppos.Z);
1667
1668 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1669 // fix prim colision cats
1670
1671 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1672 {
1673 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1674 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1675 }
1676
1677 d.GeomClearOffset(prm.prim_geom);
1678 d.GeomSetBody(prm.prim_geom, Body);
1679 prm.Body = Body;
1680 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1681 }
1682 }
1683 }
1684
1685 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1686 // associate root geom with body
1687 d.GeomSetBody(prim_geom, Body);
1688
1689 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1690 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1691
1692 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1693 myrot.X = -myrot.X;
1694 myrot.Y = -myrot.Y;
1695 myrot.Z = -myrot.Z;
1696
1697 d.RfromQ(out mymat, ref myrot);
1698 d.MassRotate(ref objdmass, ref mymat);
1699
1700 d.BodySetMass(Body, ref objdmass);
1701 _mass = objdmass.mass;
1702
1703 // disconnect from world gravity so we can apply buoyancy
1704 d.BodySetGravityMode(Body, false);
1705
1706 d.BodySetAutoDisableFlag(Body, true);
1707 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1708 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1709 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1710 d.BodySetDamping(Body, .002f, .002f);
1711
1712 if (m_targetSpace != IntPtr.Zero)
1713 {
1714 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1715 if (d.SpaceQuery(m_targetSpace, prim_geom))
1716 d.SpaceRemove(m_targetSpace, prim_geom);
1717 }
1718
1719
1720 if (childrenPrim.Count == 0)
1721 {
1722 collide_geom = prim_geom;
1723 m_targetSpace = _parent_scene.ActiveSpace;
1724 d.SpaceAdd(m_targetSpace, prim_geom);
1725 }
1726 else
1727 {
1728 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1729 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1730 d.SpaceSetSublevel(m_targetSpace, 3);
1731 d.SpaceSetCleanup(m_targetSpace, false);
1732 d.SpaceAdd(m_targetSpace, prim_geom);
1733
1734 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1735 CollisionCategories.Geom |
1736 CollisionCategories.Phantom |
1737 CollisionCategories.VolumeDtc
1738 ));
1739 d.GeomSetCollideBits(m_targetSpace, 0);
1740 collide_geom = m_targetSpace;
1741 }
1742
1743 if (m_delaySelect)
1744 {
1745 m_isSelected = true;
1746 m_delaySelect = false;
1747 }
1748
1749 lock (childrenPrim)
1750 {
1751 foreach (OdePrim prm in childrenPrim)
1752 {
1753 if (prm.prim_geom == IntPtr.Zero)
1754 continue;
1755
1756 Vector3 ppos = prm._position;
1757 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1758
1759 if (prm.m_targetSpace != m_targetSpace)
1760 {
1761 if (prm.m_targetSpace != IntPtr.Zero)
1762 {
1763 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1764 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1765 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1766 }
1767 prm.m_targetSpace = m_targetSpace;
1768 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1769 }
1770
1771 prm.m_collisionscore = 0;
1772
1773 if(!m_disabled)
1774 prm.m_disabled = false;
1775
1776 _parent_scene.addActivePrim(prm);
1777 }
1778 }
1779
1780 // The body doesn't already have a finite rotation mode set here
1781 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1782 {
1783 createAMotor(m_angularlock);
1784 }
1785
1786 m_collisionscore = 0;
1787
1788 UpdateCollisionCatFlags();
1789 ApplyCollisionCatFlags();
1790
1791 if (m_isSelected || m_disabled)
1792 {
1793 d.BodyDisable(Body);
1794 }
1795 else
1796 {
1797 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1798 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1799 }
1800
1801 _parent_scene.addActivePrim(this);
1802 _parent_scene.addActiveGroups(this);
1803 }
1804
1805 private void DestroyBody()
1806 {
1807 if (Body != IntPtr.Zero)
1808 {
1809 _parent_scene.remActivePrim(this);
1810
1811 collide_geom = IntPtr.Zero;
1812
1813 if (m_disabled)
1814 m_collisionCategories = 0;
1815 else if (m_isSelected)
1816 m_collisionCategories = CollisionCategories.Selected;
1817 else if (m_isVolumeDetect)
1818 m_collisionCategories = CollisionCategories.VolumeDtc;
1819 else if (m_isphantom)
1820 m_collisionCategories = CollisionCategories.Phantom;
1821 else
1822 m_collisionCategories = CollisionCategories.Geom;
1823
1824 m_collisionFlags = 0;
1825
1826 if (prim_geom != IntPtr.Zero)
1827 {
1828 if (m_NoColide)
1829 {
1830 d.GeomSetCategoryBits(prim_geom, 0);
1831 d.GeomSetCollideBits(prim_geom, 0);
1832 }
1833 else
1834 {
1835 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1836 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1837 }
1838 UpdateDataFromGeom();
1839 d.GeomSetBody(prim_geom, IntPtr.Zero);
1840 SetInStaticSpace(this);
1841 }
1842
1843 if (!childPrim)
1844 {
1845 lock (childrenPrim)
1846 {
1847 foreach (OdePrim prm in childrenPrim)
1848 {
1849 _parent_scene.remActivePrim(prm);
1850
1851 if (prm.m_isSelected)
1852 prm.m_collisionCategories = CollisionCategories.Selected;
1853 else if (prm.m_isVolumeDetect)
1854 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1855 else if (prm.m_isphantom)
1856 prm.m_collisionCategories = CollisionCategories.Phantom;
1857 else
1858 prm.m_collisionCategories = CollisionCategories.Geom;
1859
1860 prm.m_collisionFlags = 0;
1861
1862 if (prm.prim_geom != IntPtr.Zero)
1863 {
1864 if (prm.m_NoColide)
1865 {
1866 d.GeomSetCategoryBits(prm.prim_geom, 0);
1867 d.GeomSetCollideBits(prm.prim_geom, 0);
1868 }
1869 else
1870 {
1871 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1872 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1873 }
1874 prm.UpdateDataFromGeom();
1875 SetInStaticSpace(prm);
1876 }
1877 prm.Body = IntPtr.Zero;
1878 prm._mass = prm.primMass;
1879 prm.m_collisionscore = 0;
1880 }
1881 }
1882 if (Amotor != IntPtr.Zero)
1883 {
1884 d.JointDestroy(Amotor);
1885 Amotor = IntPtr.Zero;
1886 }
1887 _parent_scene.remActiveGroup(this);
1888 d.BodyDestroy(Body);
1889 }
1890 Body = IntPtr.Zero;
1891 }
1892 _mass = primMass;
1893 m_collisionscore = 0;
1894 }
1895
1896 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1897 {
1898 d.Matrix3 mat = new d.Matrix3();
1899 d.Quaternion quat = new d.Quaternion();
1900
1901 d.Mass tmpdmass = new d.Mass { };
1902 d.Mass objdmass = new d.Mass { };
1903
1904 d.BodyGetMass(Body, out tmpdmass);
1905 objdmass = tmpdmass;
1906
1907 d.Vector3 dobjpos;
1908 d.Vector3 thispos;
1909
1910 // get current object position and rotation
1911 dobjpos = d.BodyGetPosition(Body);
1912
1913 // get prim own inertia in its local frame
1914 tmpdmass = primdMass;
1915
1916 // transform to object frame
1917 mat = d.GeomGetOffsetRotation(prim_geom);
1918 d.MassRotate(ref tmpdmass, ref mat);
1919
1920 thispos = d.GeomGetOffsetPosition(prim_geom);
1921 d.MassTranslate(ref tmpdmass,
1922 thispos.X,
1923 thispos.Y,
1924 thispos.Z);
1925
1926 // subtract current prim inertia from object
1927 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1928
1929 // back prim own inertia
1930 tmpdmass = primdMass;
1931
1932 // update to new position and orientation
1933 _position = NewPos;
1934 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1935 _orientation = newrot;
1936 quat.X = newrot.X;
1937 quat.Y = newrot.Y;
1938 quat.Z = newrot.Z;
1939 quat.W = newrot.W;
1940 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1941
1942 mat = d.GeomGetOffsetRotation(prim_geom);
1943 d.MassRotate(ref tmpdmass, ref mat);
1944
1945 thispos = d.GeomGetOffsetPosition(prim_geom);
1946 d.MassTranslate(ref tmpdmass,
1947 thispos.X,
1948 thispos.Y,
1949 thispos.Z);
1950
1951 d.MassAdd(ref objdmass, ref tmpdmass);
1952
1953 // fix all positions
1954 IntPtr g = d.BodyGetFirstGeom(Body);
1955 while (g != IntPtr.Zero)
1956 {
1957 thispos = d.GeomGetOffsetPosition(g);
1958 thispos.X -= objdmass.c.X;
1959 thispos.Y -= objdmass.c.Y;
1960 thispos.Z -= objdmass.c.Z;
1961 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1962 g = d.dBodyGetNextGeom(g);
1963 }
1964 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1965
1966 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1967 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1968 d.BodySetMass(Body, ref objdmass);
1969 _mass = objdmass.mass;
1970 }
1971
1972
1973
1974 private void FixInertia(Vector3 NewPos)
1975 {
1976 d.Matrix3 primmat = new d.Matrix3();
1977 d.Mass tmpdmass = new d.Mass { };
1978 d.Mass objdmass = new d.Mass { };
1979 d.Mass primmass = new d.Mass { };
1980
1981 d.Vector3 dobjpos;
1982 d.Vector3 thispos;
1983
1984 d.BodyGetMass(Body, out objdmass);
1985
1986 // get prim own inertia in its local frame
1987 primmass = primdMass;
1988 // transform to object frame
1989 primmat = d.GeomGetOffsetRotation(prim_geom);
1990 d.MassRotate(ref primmass, ref primmat);
1991
1992 tmpdmass = primmass;
1993
1994 thispos = d.GeomGetOffsetPosition(prim_geom);
1995 d.MassTranslate(ref tmpdmass,
1996 thispos.X,
1997 thispos.Y,
1998 thispos.Z);
1999
2000 // subtract current prim inertia from object
2001 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2002
2003 // update to new position
2004 _position = NewPos;
2005 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2006
2007 thispos = d.GeomGetOffsetPosition(prim_geom);
2008 d.MassTranslate(ref primmass,
2009 thispos.X,
2010 thispos.Y,
2011 thispos.Z);
2012
2013 d.MassAdd(ref objdmass, ref primmass);
2014
2015 // fix all positions
2016 IntPtr g = d.BodyGetFirstGeom(Body);
2017 while (g != IntPtr.Zero)
2018 {
2019 thispos = d.GeomGetOffsetPosition(g);
2020 thispos.X -= objdmass.c.X;
2021 thispos.Y -= objdmass.c.Y;
2022 thispos.Z -= objdmass.c.Z;
2023 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2024 g = d.dBodyGetNextGeom(g);
2025 }
2026
2027 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2028
2029 // get current object position and rotation
2030 dobjpos = d.BodyGetPosition(Body);
2031
2032 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2033 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2034 d.BodySetMass(Body, ref objdmass);
2035 _mass = objdmass.mass;
2036 }
2037
2038 private void FixInertia(Quaternion newrot)
2039 {
2040 d.Matrix3 mat = new d.Matrix3();
2041 d.Quaternion quat = new d.Quaternion();
2042
2043 d.Mass tmpdmass = new d.Mass { };
2044 d.Mass objdmass = new d.Mass { };
2045 d.Vector3 dobjpos;
2046 d.Vector3 thispos;
2047
2048 d.BodyGetMass(Body, out objdmass);
2049
2050 // get prim own inertia in its local frame
2051 tmpdmass = primdMass;
2052 mat = d.GeomGetOffsetRotation(prim_geom);
2053 d.MassRotate(ref tmpdmass, ref mat);
2054 // transform to object frame
2055 thispos = d.GeomGetOffsetPosition(prim_geom);
2056 d.MassTranslate(ref tmpdmass,
2057 thispos.X,
2058 thispos.Y,
2059 thispos.Z);
2060
2061 // subtract current prim inertia from object
2062 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2063
2064 // update to new orientation
2065 _orientation = newrot;
2066 quat.X = newrot.X;
2067 quat.Y = newrot.Y;
2068 quat.Z = newrot.Z;
2069 quat.W = newrot.W;
2070 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2071
2072 tmpdmass = primdMass;
2073 mat = d.GeomGetOffsetRotation(prim_geom);
2074 d.MassRotate(ref tmpdmass, ref mat);
2075 d.MassTranslate(ref tmpdmass,
2076 thispos.X,
2077 thispos.Y,
2078 thispos.Z);
2079
2080 d.MassAdd(ref objdmass, ref tmpdmass);
2081
2082 // fix all positions
2083 IntPtr g = d.BodyGetFirstGeom(Body);
2084 while (g != IntPtr.Zero)
2085 {
2086 thispos = d.GeomGetOffsetPosition(g);
2087 thispos.X -= objdmass.c.X;
2088 thispos.Y -= objdmass.c.Y;
2089 thispos.Z -= objdmass.c.Z;
2090 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2091 g = d.dBodyGetNextGeom(g);
2092 }
2093
2094 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2095 // get current object position and rotation
2096 dobjpos = d.BodyGetPosition(Body);
2097
2098 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2099 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2100 d.BodySetMass(Body, ref objdmass);
2101 _mass = objdmass.mass;
2102 }
2103
2104
2105 #region Mass Calculation
2106
2107 private float CalculatePrimVolume()
2108 {
2109 float volume = _size.X * _size.Y * _size.Z; // default
2110 float tmp;
2111
2112 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2113 float hollowVolume = hollowAmount * hollowAmount;
2114
2115 switch (_pbs.ProfileShape)
2116 {
2117 case ProfileShape.Square:
2118 // default box
2119
2120 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2121 {
2122 if (hollowAmount > 0.0)
2123 {
2124 switch (_pbs.HollowShape)
2125 {
2126 case HollowShape.Square:
2127 case HollowShape.Same:
2128 break;
2129
2130 case HollowShape.Circle:
2131
2132 hollowVolume *= 0.78539816339f;
2133 break;
2134
2135 case HollowShape.Triangle:
2136
2137 hollowVolume *= (0.5f * .5f);
2138 break;
2139
2140 default:
2141 hollowVolume = 0;
2142 break;
2143 }
2144 volume *= (1.0f - hollowVolume);
2145 }
2146 }
2147
2148 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2149 {
2150 //a tube
2151
2152 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2153 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2154 volume -= volume * tmp * tmp;
2155
2156 if (hollowAmount > 0.0)
2157 {
2158 hollowVolume *= hollowAmount;
2159
2160 switch (_pbs.HollowShape)
2161 {
2162 case HollowShape.Square:
2163 case HollowShape.Same:
2164 break;
2165
2166 case HollowShape.Circle:
2167 hollowVolume *= 0.78539816339f;
2168 break;
2169
2170 case HollowShape.Triangle:
2171 hollowVolume *= 0.5f * 0.5f;
2172 break;
2173 default:
2174 hollowVolume = 0;
2175 break;
2176 }
2177 volume *= (1.0f - hollowVolume);
2178 }
2179 }
2180
2181 break;
2182
2183 case ProfileShape.Circle:
2184
2185 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2186 {
2187 volume *= 0.78539816339f; // elipse base
2188
2189 if (hollowAmount > 0.0)
2190 {
2191 switch (_pbs.HollowShape)
2192 {
2193 case HollowShape.Same:
2194 case HollowShape.Circle:
2195 break;
2196
2197 case HollowShape.Square:
2198 hollowVolume *= 0.5f * 2.5984480504799f;
2199 break;
2200
2201 case HollowShape.Triangle:
2202 hollowVolume *= .5f * 1.27323954473516f;
2203 break;
2204
2205 default:
2206 hollowVolume = 0;
2207 break;
2208 }
2209 volume *= (1.0f - hollowVolume);
2210 }
2211 }
2212
2213 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2214 {
2215 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2216 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2217 volume *= (1.0f - tmp * tmp);
2218
2219 if (hollowAmount > 0.0)
2220 {
2221
2222 // calculate the hollow volume by it's shape compared to the prim shape
2223 hollowVolume *= hollowAmount;
2224
2225 switch (_pbs.HollowShape)
2226 {
2227 case HollowShape.Same:
2228 case HollowShape.Circle:
2229 break;
2230
2231 case HollowShape.Square:
2232 hollowVolume *= 0.5f * 2.5984480504799f;
2233 break;
2234
2235 case HollowShape.Triangle:
2236 hollowVolume *= .5f * 1.27323954473516f;
2237 break;
2238
2239 default:
2240 hollowVolume = 0;
2241 break;
2242 }
2243 volume *= (1.0f - hollowVolume);
2244 }
2245 }
2246 break;
2247
2248 case ProfileShape.HalfCircle:
2249 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2250 {
2251 volume *= 0.5236f;
2252
2253 if (hollowAmount > 0.0)
2254 {
2255 hollowVolume *= hollowAmount;
2256
2257 switch (_pbs.HollowShape)
2258 {
2259 case HollowShape.Circle:
2260 case HollowShape.Triangle: // diference in sl is minor and odd
2261 case HollowShape.Same:
2262 break;
2263
2264 case HollowShape.Square:
2265 hollowVolume *= 0.909f;
2266 break;
2267
2268 // case HollowShape.Triangle:
2269 // hollowVolume *= .827f;
2270 // break;
2271 default:
2272 hollowVolume = 0;
2273 break;
2274 }
2275 volume *= (1.0f - hollowVolume);
2276 }
2277
2278 }
2279 break;
2280
2281 case ProfileShape.EquilateralTriangle:
2282
2283 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2284 {
2285 volume *= 0.32475953f;
2286
2287 if (hollowAmount > 0.0)
2288 {
2289
2290 // calculate the hollow volume by it's shape compared to the prim shape
2291 switch (_pbs.HollowShape)
2292 {
2293 case HollowShape.Same:
2294 case HollowShape.Triangle:
2295 hollowVolume *= .25f;
2296 break;
2297
2298 case HollowShape.Square:
2299 hollowVolume *= 0.499849f * 3.07920140172638f;
2300 break;
2301
2302 case HollowShape.Circle:
2303 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2304 // Cyllinder hollow volume calculation
2305
2306 hollowVolume *= 0.1963495f * 3.07920140172638f;
2307 break;
2308
2309 default:
2310 hollowVolume = 0;
2311 break;
2312 }
2313 volume *= (1.0f - hollowVolume);
2314 }
2315 }
2316 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2317 {
2318 volume *= 0.32475953f;
2319 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2320 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2321 volume *= (1.0f - tmp * tmp);
2322
2323 if (hollowAmount > 0.0)
2324 {
2325
2326 hollowVolume *= hollowAmount;
2327
2328 switch (_pbs.HollowShape)
2329 {
2330 case HollowShape.Same:
2331 case HollowShape.Triangle:
2332 hollowVolume *= .25f;
2333 break;
2334
2335 case HollowShape.Square:
2336 hollowVolume *= 0.499849f * 3.07920140172638f;
2337 break;
2338
2339 case HollowShape.Circle:
2340
2341 hollowVolume *= 0.1963495f * 3.07920140172638f;
2342 break;
2343
2344 default:
2345 hollowVolume = 0;
2346 break;
2347 }
2348 volume *= (1.0f - hollowVolume);
2349 }
2350 }
2351 break;
2352
2353 default:
2354 break;
2355 }
2356
2357 float taperX1;
2358 float taperY1;
2359 float taperX;
2360 float taperY;
2361 float pathBegin;
2362 float pathEnd;
2363 float profileBegin;
2364 float profileEnd;
2365
2366 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2367 {
2368 taperX1 = _pbs.PathScaleX * 0.01f;
2369 if (taperX1 > 1.0f)
2370 taperX1 = 2.0f - taperX1;
2371 taperX = 1.0f - taperX1;
2372
2373 taperY1 = _pbs.PathScaleY * 0.01f;
2374 if (taperY1 > 1.0f)
2375 taperY1 = 2.0f - taperY1;
2376 taperY = 1.0f - taperY1;
2377 }
2378 else
2379 {
2380 taperX = _pbs.PathTaperX * 0.01f;
2381 if (taperX < 0.0f)
2382 taperX = -taperX;
2383 taperX1 = 1.0f - taperX;
2384
2385 taperY = _pbs.PathTaperY * 0.01f;
2386 if (taperY < 0.0f)
2387 taperY = -taperY;
2388 taperY1 = 1.0f - taperY;
2389 }
2390
2391 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2392
2393 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2394 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2395 volume *= (pathEnd - pathBegin);
2396
2397 // this is crude aproximation
2398 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2399 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2400 volume *= (profileEnd - profileBegin);
2401
2402 return volume;
2403 }
2404
2405
2406 private void CalcPrimBodyData()
2407 {
2408 float volume;
2409
2410 if (prim_geom == IntPtr.Zero)
2411 {
2412 // Ubit let's have a initial basic OOB
2413 primOOBsize.X = _size.X;
2414 primOOBsize.Y = _size.Y;
2415 primOOBsize.Z = _size.Z;
2416 primOOBoffset = Vector3.Zero;
2417 }
2418 else
2419 {
2420 d.AABB AABB;
2421 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2422
2423 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2424 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2425 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2426 if (!hasOOBoffsetFromMesh)
2427 {
2428 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2429 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2430 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2431 }
2432 }
2433
2434 // also its own inertia and mass
2435 // keep using basic shape mass for now
2436 volume = CalculatePrimVolume();
2437
2438 primVolume = volume;
2439 primMass = m_density * volume;
2440
2441 if (primMass <= 0)
2442 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2443 if (primMass > _parent_scene.maximumMassObject)
2444 primMass = _parent_scene.maximumMassObject;
2445
2446 _mass = primMass; // just in case
2447
2448 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2449
2450 d.MassTranslate(ref primdMass,
2451 primOOBoffset.X,
2452 primOOBoffset.Y,
2453 primOOBoffset.Z);
2454
2455 primOOBsize *= 0.5f; // let obb size be a corner coords
2456 primOOBradiusSQ = primOOBsize.LengthSquared();
2457 }
2458
2459
2460 #endregion
2461
2462
2463 /// <summary>
2464 /// Add a child prim to this parent prim.
2465 /// </summary>
2466 /// <param name="prim">Child prim</param>
2467 // I'm the parent
2468 // prim is the child
2469 public void ParentPrim(OdePrim prim)
2470 {
2471 //Console.WriteLine("ParentPrim " + m_primName);
2472 if (this.m_localID != prim.m_localID)
2473 {
2474 DestroyBody(); // for now we need to rebuil entire object on link change
2475
2476 lock (childrenPrim)
2477 {
2478 // adopt the prim
2479 if (!childrenPrim.Contains(prim))
2480 childrenPrim.Add(prim);
2481
2482 // see if this prim has kids and adopt them also
2483 // should not happen for now
2484 foreach (OdePrim prm in prim.childrenPrim)
2485 {
2486 if (!childrenPrim.Contains(prm))
2487 {
2488 if (prm.Body != IntPtr.Zero)
2489 {
2490 if (prm.prim_geom != IntPtr.Zero)
2491 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2492 if (prm.Body != prim.Body)
2493 prm.DestroyBody(); // don't loose bodies around
2494 prm.Body = IntPtr.Zero;
2495 }
2496
2497 childrenPrim.Add(prm);
2498 prm._parent = this;
2499 }
2500 }
2501 }
2502 //Remove old children from the prim
2503 prim.childrenPrim.Clear();
2504
2505 if (prim.Body != IntPtr.Zero)
2506 {
2507 if (prim.prim_geom != IntPtr.Zero)
2508 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2509 prim.DestroyBody(); // don't loose bodies around
2510 prim.Body = IntPtr.Zero;
2511 }
2512
2513 prim.childPrim = true;
2514 prim._parent = this;
2515
2516 MakeBody(); // full nasty reconstruction
2517 }
2518 }
2519
2520 private void UpdateChildsfromgeom()
2521 {
2522 if (childrenPrim.Count > 0)
2523 {
2524 foreach (OdePrim prm in childrenPrim)
2525 prm.UpdateDataFromGeom();
2526 }
2527 }
2528
2529 private void UpdateDataFromGeom()
2530 {
2531 if (prim_geom != IntPtr.Zero)
2532 {
2533 d.Quaternion qtmp;
2534 d.GeomCopyQuaternion(prim_geom, out qtmp);
2535 _orientation.W = qtmp.W;
2536 _orientation.X = qtmp.X;
2537 _orientation.Y = qtmp.Y;
2538 _orientation.Z = qtmp.Z;
2539
2540 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2541 _position.X = lpos.X;
2542 _position.Y = lpos.Y;
2543 _position.Z = lpos.Z;
2544 }
2545 }
2546
2547 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2548 {
2549 // Okay, we have a delinked child.. destroy all body and remake
2550 if (odePrim != this && !childrenPrim.Contains(odePrim))
2551 return;
2552
2553 DestroyBody();
2554
2555 if (odePrim == this) // delinking the root prim
2556 {
2557 OdePrim newroot = null;
2558 lock (childrenPrim)
2559 {
2560 if (childrenPrim.Count > 0)
2561 {
2562 newroot = childrenPrim[0];
2563 childrenPrim.RemoveAt(0);
2564 foreach (OdePrim prm in childrenPrim)
2565 {
2566 newroot.childrenPrim.Add(prm);
2567 }
2568 childrenPrim.Clear();
2569 }
2570 if (newroot != null)
2571 {
2572 newroot.childPrim = false;
2573 newroot._parent = null;
2574 if (remakebodies)
2575 newroot.MakeBody();
2576 }
2577 }
2578 }
2579
2580 else
2581 {
2582 lock (childrenPrim)
2583 {
2584 childrenPrim.Remove(odePrim);
2585 odePrim.childPrim = false;
2586 odePrim._parent = null;
2587 // odePrim.UpdateDataFromGeom();
2588 if (remakebodies)
2589 odePrim.MakeBody();
2590 }
2591 }
2592 if (remakebodies)
2593 MakeBody();
2594 }
2595
2596 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2597 {
2598 // Okay, we have a delinked child.. destroy all body and remake
2599 if (odePrim != this && !childrenPrim.Contains(odePrim))
2600 return;
2601
2602 DestroyBody();
2603
2604 if (odePrim == this)
2605 {
2606 OdePrim newroot = null;
2607 lock (childrenPrim)
2608 {
2609 if (childrenPrim.Count > 0)
2610 {
2611 newroot = childrenPrim[0];
2612 childrenPrim.RemoveAt(0);
2613 foreach (OdePrim prm in childrenPrim)
2614 {
2615 newroot.childrenPrim.Add(prm);
2616 }
2617 childrenPrim.Clear();
2618 }
2619 if (newroot != null)
2620 {
2621 newroot.childPrim = false;
2622 newroot._parent = null;
2623 newroot.MakeBody();
2624 }
2625 }
2626 if (reMakeBody)
2627 MakeBody();
2628 return;
2629 }
2630 else
2631 {
2632 lock (childrenPrim)
2633 {
2634 childrenPrim.Remove(odePrim);
2635 odePrim.childPrim = false;
2636 odePrim._parent = null;
2637 if (reMakeBody)
2638 odePrim.MakeBody();
2639 }
2640 }
2641 MakeBody();
2642 }
2643
2644 #region changes
2645
2646 private void changeadd()
2647 {
2648 CreateGeom();
2649
2650 if (prim_geom != IntPtr.Zero)
2651 {
2652 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2653 d.Quaternion myrot = new d.Quaternion();
2654 myrot.X = _orientation.X;
2655 myrot.Y = _orientation.Y;
2656 myrot.Z = _orientation.Z;
2657 myrot.W = _orientation.W;
2658 d.GeomSetQuaternion(prim_geom, ref myrot);
2659
2660 if (!m_isphysical)
2661 {
2662 SetInStaticSpace(this);
2663 UpdateCollisionCatFlags();
2664 ApplyCollisionCatFlags();
2665 }
2666 else
2667 MakeBody();
2668 }
2669 }
2670
2671 private void changeAngularLock(Vector3 newLock)
2672 {
2673 // do we have a Physical object?
2674 if (Body != IntPtr.Zero)
2675 {
2676 //Check that we have a Parent
2677 //If we have a parent then we're not authorative here
2678 if (_parent == null)
2679 {
2680 if (!newLock.ApproxEquals(Vector3.One, 0f))
2681 {
2682 createAMotor(newLock);
2683 }
2684 else
2685 {
2686 if (Amotor != IntPtr.Zero)
2687 {
2688 d.JointDestroy(Amotor);
2689 Amotor = IntPtr.Zero;
2690 }
2691 }
2692 }
2693 }
2694 // Store this for later in case we get turned into a separate body
2695 m_angularlock = newLock;
2696 }
2697
2698 private void changeLink(OdePrim NewParent)
2699 {
2700 if (_parent == null && NewParent != null)
2701 {
2702 NewParent.ParentPrim(this);
2703 }
2704 else if (_parent != null)
2705 {
2706 if (_parent is OdePrim)
2707 {
2708 if (NewParent != _parent)
2709 {
2710 (_parent as OdePrim).ChildDelink(this, false); // for now...
2711 childPrim = false;
2712
2713 if (NewParent != null)
2714 {
2715 NewParent.ParentPrim(this);
2716 }
2717 }
2718 }
2719 }
2720 _parent = NewParent;
2721 }
2722
2723
2724 private void Stop()
2725 {
2726 if (!childPrim)
2727 {
2728 m_force = Vector3.Zero;
2729 m_forceacc = Vector3.Zero;
2730 m_angularForceacc = Vector3.Zero;
2731 _torque = Vector3.Zero;
2732 _velocity = Vector3.Zero;
2733 _acceleration = Vector3.Zero;
2734 m_rotationalVelocity = Vector3.Zero;
2735 _target_velocity = Vector3.Zero;
2736 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2737 m_vehicle.Stop();
2738 }
2739
2740 if (Body != IntPtr.Zero)
2741 {
2742 d.BodySetForce(Body, 0f, 0f, 0f);
2743 d.BodySetTorque(Body, 0f, 0f, 0f);
2744 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2745 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2746 }
2747 }
2748
2749 private void changePhantomStatus(bool newval)
2750 {
2751 m_isphantom = newval;
2752
2753 UpdateCollisionCatFlags();
2754 ApplyCollisionCatFlags();
2755 }
2756
2757/* not in use
2758 internal void ChildSelectedChange(bool childSelect)
2759 {
2760 if(childPrim)
2761 return;
2762
2763 if (childSelect == m_isSelected)
2764 return;
2765
2766 if (childSelect)
2767 {
2768 DoSelectedStatus(true);
2769 }
2770
2771 else
2772 {
2773 foreach (OdePrim prm in childrenPrim)
2774 {
2775 if (prm.m_isSelected)
2776 return;
2777 }
2778 DoSelectedStatus(false);
2779 }
2780 }
2781*/
2782 private void changeSelectedStatus(bool newval)
2783 {
2784 if (m_lastdoneSelected == newval)
2785 return;
2786
2787 m_lastdoneSelected = newval;
2788 DoSelectedStatus(newval);
2789 }
2790
2791 private void CheckDelaySelect()
2792 {
2793 if (m_delaySelect)
2794 {
2795 DoSelectedStatus(m_isSelected);
2796 }
2797 }
2798
2799 private void DoSelectedStatus(bool newval)
2800 {
2801 m_isSelected = newval;
2802 Stop();
2803
2804 if (newval)
2805 {
2806 if (!childPrim && Body != IntPtr.Zero)
2807 d.BodyDisable(Body);
2808
2809 if (m_delaySelect || m_isphysical)
2810 {
2811 m_collisionCategories = CollisionCategories.Selected;
2812 m_collisionFlags = 0;
2813
2814 if (!childPrim)
2815 {
2816 foreach (OdePrim prm in childrenPrim)
2817 {
2818 prm.m_collisionCategories = m_collisionCategories;
2819 prm.m_collisionFlags = m_collisionFlags;
2820
2821 if (prm.prim_geom != null)
2822 {
2823
2824 if (prm.m_NoColide)
2825 {
2826 d.GeomSetCategoryBits(prm.prim_geom, 0);
2827 d.GeomSetCollideBits(prm.prim_geom, 0);
2828 }
2829 else
2830 {
2831 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2832 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2833 }
2834 }
2835 prm.m_delaySelect = false;
2836 }
2837 }
2838// else if (_parent != null)
2839// ((OdePrim)_parent).ChildSelectedChange(true);
2840
2841
2842 if (prim_geom != null)
2843 {
2844 if (m_NoColide)
2845 {
2846 d.GeomSetCategoryBits(prim_geom, 0);
2847 d.GeomSetCollideBits(prim_geom, 0);
2848 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2849 {
2850 d.GeomSetCategoryBits(collide_geom, 0);
2851 d.GeomSetCollideBits(collide_geom, 0);
2852 }
2853
2854 }
2855 else
2856 {
2857 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2858 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2859 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2860 {
2861 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2862 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2863 }
2864 }
2865 }
2866
2867 m_delaySelect = false;
2868 }
2869 else if(!m_isphysical)
2870 {
2871 m_delaySelect = true;
2872 }
2873 }
2874 else
2875 {
2876 if (!childPrim)
2877 {
2878 if (Body != IntPtr.Zero && !m_disabled)
2879 d.BodyEnable(Body);
2880 }
2881// else if (_parent != null)
2882// ((OdePrim)_parent).ChildSelectedChange(false);
2883
2884 UpdateCollisionCatFlags();
2885 ApplyCollisionCatFlags();
2886
2887 m_delaySelect = false;
2888 }
2889
2890 resetCollisionAccounting();
2891 }
2892
2893 private void changePosition(Vector3 newPos)
2894 {
2895 CheckDelaySelect();
2896 if (m_isphysical)
2897 {
2898 if (childPrim) // inertia is messed, must rebuild
2899 {
2900 if (m_building)
2901 {
2902 _position = newPos;
2903 }
2904
2905 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2906 {
2907 FixInertia(newPos);
2908 if (!d.BodyIsEnabled(Body))
2909 d.BodyEnable(Body);
2910 }
2911 }
2912 else
2913 {
2914 if (_position != newPos)
2915 {
2916 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2917 _position = newPos;
2918 }
2919 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2920 d.BodyEnable(Body);
2921 }
2922 }
2923 else
2924 {
2925 if (prim_geom != IntPtr.Zero)
2926 {
2927 if (newPos != _position)
2928 {
2929 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2930 _position = newPos;
2931
2932 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2933 }
2934 }
2935 }
2936 givefakepos--;
2937 if (givefakepos < 0)
2938 givefakepos = 0;
2939 // changeSelectedStatus();
2940 resetCollisionAccounting();
2941 }
2942
2943 private void changeOrientation(Quaternion newOri)
2944 {
2945 CheckDelaySelect();
2946 if (m_isphysical)
2947 {
2948 if (childPrim) // inertia is messed, must rebuild
2949 {
2950 if (m_building)
2951 {
2952 _orientation = newOri;
2953 }
2954 /*
2955 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2956 {
2957 FixInertia(_position, newOri);
2958 if (!d.BodyIsEnabled(Body))
2959 d.BodyEnable(Body);
2960 }
2961 */
2962 }
2963 else
2964 {
2965 if (newOri != _orientation)
2966 {
2967 d.Quaternion myrot = new d.Quaternion();
2968 myrot.X = newOri.X;
2969 myrot.Y = newOri.Y;
2970 myrot.Z = newOri.Z;
2971 myrot.W = newOri.W;
2972 d.GeomSetQuaternion(prim_geom, ref myrot);
2973 _orientation = newOri;
2974 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2975 createAMotor(m_angularlock);
2976 }
2977 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2978 d.BodyEnable(Body);
2979 }
2980 }
2981 else
2982 {
2983 if (prim_geom != IntPtr.Zero)
2984 {
2985 if (newOri != _orientation)
2986 {
2987 d.Quaternion myrot = new d.Quaternion();
2988 myrot.X = newOri.X;
2989 myrot.Y = newOri.Y;
2990 myrot.Z = newOri.Z;
2991 myrot.W = newOri.W;
2992 d.GeomSetQuaternion(prim_geom, ref myrot);
2993 _orientation = newOri;
2994 }
2995 }
2996 }
2997 givefakeori--;
2998 if (givefakeori < 0)
2999 givefakeori = 0;
3000 resetCollisionAccounting();
3001 }
3002
3003 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3004 {
3005 CheckDelaySelect();
3006 if (m_isphysical)
3007 {
3008 if (childPrim && m_building) // inertia is messed, must rebuild
3009 {
3010 _position = newPos;
3011 _orientation = newOri;
3012 }
3013 else
3014 {
3015 if (newOri != _orientation)
3016 {
3017 d.Quaternion myrot = new d.Quaternion();
3018 myrot.X = newOri.X;
3019 myrot.Y = newOri.Y;
3020 myrot.Z = newOri.Z;
3021 myrot.W = newOri.W;
3022 d.GeomSetQuaternion(prim_geom, ref myrot);
3023 _orientation = newOri;
3024 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3025 createAMotor(m_angularlock);
3026 }
3027 if (_position != newPos)
3028 {
3029 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3030 _position = newPos;
3031 }
3032 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3033 d.BodyEnable(Body);
3034 }
3035 }
3036 else
3037 {
3038 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3039 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3040
3041 if (prim_geom != IntPtr.Zero)
3042 {
3043 if (newOri != _orientation)
3044 {
3045 d.Quaternion myrot = new d.Quaternion();
3046 myrot.X = newOri.X;
3047 myrot.Y = newOri.Y;
3048 myrot.Z = newOri.Z;
3049 myrot.W = newOri.W;
3050 d.GeomSetQuaternion(prim_geom, ref myrot);
3051 _orientation = newOri;
3052 }
3053
3054 if (newPos != _position)
3055 {
3056 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3057 _position = newPos;
3058
3059 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3060 }
3061 }
3062 }
3063 givefakepos--;
3064 if (givefakepos < 0)
3065 givefakepos = 0;
3066 givefakeori--;
3067 if (givefakeori < 0)
3068 givefakeori = 0;
3069 resetCollisionAccounting();
3070 }
3071
3072
3073 private void changeDisable(bool disable)
3074 {
3075 if (disable)
3076 {
3077 if (!m_disabled)
3078 disableBodySoft();
3079 }
3080 else
3081 {
3082 if (m_disabled)
3083 enableBodySoft();
3084 }
3085 }
3086
3087 private void changePhysicsStatus(bool NewStatus)
3088 {
3089 CheckDelaySelect();
3090
3091 m_isphysical = NewStatus;
3092
3093 if (!childPrim)
3094 {
3095 if (NewStatus)
3096 {
3097 if (Body == IntPtr.Zero)
3098 MakeBody();
3099 }
3100 else
3101 {
3102 if (Body != IntPtr.Zero)
3103 {
3104 DestroyBody();
3105 }
3106 Stop();
3107 }
3108 }
3109
3110 resetCollisionAccounting();
3111 }
3112
3113 private void changeprimsizeshape()
3114 {
3115 CheckDelaySelect();
3116
3117 OdePrim parent = (OdePrim)_parent;
3118
3119 bool chp = childPrim;
3120
3121 if (chp)
3122 {
3123 if (parent != null)
3124 {
3125 parent.DestroyBody();
3126 }
3127 }
3128 else
3129 {
3130 DestroyBody();
3131 }
3132
3133 RemoveGeom();
3134
3135 // we don't need to do space calculation because the client sends a position update also.
3136 if (_size.X <= 0)
3137 _size.X = 0.01f;
3138 if (_size.Y <= 0)
3139 _size.Y = 0.01f;
3140 if (_size.Z <= 0)
3141 _size.Z = 0.01f;
3142 // Construction of new prim
3143
3144 CreateGeom();
3145
3146 if (prim_geom != IntPtr.Zero)
3147 {
3148 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3149 d.Quaternion myrot = new d.Quaternion();
3150 myrot.X = _orientation.X;
3151 myrot.Y = _orientation.Y;
3152 myrot.Z = _orientation.Z;
3153 myrot.W = _orientation.W;
3154 d.GeomSetQuaternion(prim_geom, ref myrot);
3155 }
3156
3157 if (m_isphysical)
3158 {
3159 if (chp)
3160 {
3161 if (parent != null)
3162 {
3163 parent.MakeBody();
3164 }
3165 }
3166 else
3167 MakeBody();
3168 }
3169
3170 else
3171 {
3172 UpdateCollisionCatFlags();
3173 ApplyCollisionCatFlags();
3174 }
3175
3176 resetCollisionAccounting();
3177 }
3178
3179 private void changeSize(Vector3 newSize)
3180 {
3181 _size = newSize;
3182 changeprimsizeshape();
3183 }
3184
3185 private void changeShape(PrimitiveBaseShape newShape)
3186 {
3187 if(newShape != null)
3188 _pbs = newShape;
3189 changeprimsizeshape();
3190 }
3191
3192 private void changeFloatOnWater(bool newval)
3193 {
3194 m_collidesWater = newval;
3195
3196 UpdateCollisionCatFlags();
3197 ApplyCollisionCatFlags();
3198 }
3199
3200 private void changeSetTorque(Vector3 newtorque)
3201 {
3202 if (!m_isSelected)
3203 {
3204 if (m_isphysical && Body != IntPtr.Zero)
3205 {
3206 if (m_disabled)
3207 enableBodySoft();
3208 else if (!d.BodyIsEnabled(Body))
3209 d.BodyEnable(Body);
3210
3211 }
3212 _torque = newtorque;
3213 }
3214 }
3215
3216 private void changeForce(Vector3 force)
3217 {
3218 m_force = force;
3219 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3220 d.BodyEnable(Body);
3221 }
3222
3223
3224 private void changeAddImpulse(Vector3 impulse)
3225 {
3226 m_forceacc += impulse *m_invTimeStep;
3227 if (!m_isSelected)
3228 {
3229 lock (this)
3230 {
3231 //m_log.Info("[PHYSICS]: dequeing forcelist");
3232 if (m_isphysical && Body != IntPtr.Zero)
3233 {
3234 if (m_disabled)
3235 enableBodySoft();
3236 else if (!d.BodyIsEnabled(Body))
3237 d.BodyEnable(Body);
3238 }
3239 }
3240
3241 m_collisionscore = 0;
3242 }
3243 }
3244
3245 // actually angular impulse
3246 private void changeAddAngularImpulse(Vector3 aimpulse)
3247 {
3248 m_angularForceacc += aimpulse * m_invTimeStep;
3249 if (!m_isSelected)
3250 {
3251 lock (this)
3252 {
3253 if (m_isphysical && Body != IntPtr.Zero)
3254 {
3255 if (m_disabled)
3256 enableBodySoft();
3257 else if (!d.BodyIsEnabled(Body))
3258 d.BodyEnable(Body);
3259 }
3260 }
3261 m_collisionscore = 0;
3262 }
3263 }
3264
3265 private void changevelocity(Vector3 newVel)
3266 {
3267 if (!m_isSelected)
3268 {
3269 if (Body != IntPtr.Zero)
3270 {
3271 if (m_disabled)
3272 enableBodySoft();
3273 else if (!d.BodyIsEnabled(Body))
3274 d.BodyEnable(Body);
3275
3276 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3277 }
3278 //resetCollisionAccounting();
3279 }
3280 _velocity = newVel;
3281 }
3282
3283 private void changeVolumedetetion(bool newVolDtc)
3284 {
3285 m_isVolumeDetect = newVolDtc;
3286 m_fakeisVolumeDetect = newVolDtc;
3287 UpdateCollisionCatFlags();
3288 ApplyCollisionCatFlags();
3289 }
3290
3291 protected void changeBuilding(bool newbuilding)
3292 {
3293 if ((bool)newbuilding)
3294 {
3295 m_building = true;
3296 if (!childPrim)
3297 DestroyBody();
3298 }
3299 else
3300 {
3301 m_building = false;
3302 CheckDelaySelect();
3303 if (!childPrim)
3304 MakeBody();
3305 }
3306 if (!childPrim && childrenPrim.Count > 0)
3307 {
3308 foreach (OdePrim prm in childrenPrim)
3309 prm.changeBuilding(m_building); // call directly
3310 }
3311 }
3312
3313 public void changeSetVehicle(VehicleData vdata)
3314 {
3315 if (m_vehicle == null)
3316 m_vehicle = new ODEDynamics(this);
3317 m_vehicle.DoSetVehicle(vdata);
3318 }
3319 private void changeVehicleType(int value)
3320 {
3321 if (value == (int)Vehicle.TYPE_NONE)
3322 {
3323 if (m_vehicle != null)
3324 m_vehicle = null;
3325 }
3326 else
3327 {
3328 if (m_vehicle == null)
3329 m_vehicle = new ODEDynamics(this);
3330
3331 m_vehicle.ProcessTypeChange((Vehicle)value);
3332 }
3333 }
3334
3335 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3336 {
3337 if (m_vehicle == null)
3338 return;
3339
3340 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3341 }
3342
3343 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3344 {
3345 if (m_vehicle == null)
3346 return;
3347 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3348 }
3349
3350 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3351 {
3352 if (m_vehicle == null)
3353 return;
3354 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3355 }
3356
3357 private void changeVehicleFlags(strVehicleBoolParam bp)
3358 {
3359 if (m_vehicle == null)
3360 return;
3361 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3362 }
3363
3364 #endregion
3365
3366 public void Move()
3367 {
3368 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3369 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3370 {
3371 if (!d.BodyIsEnabled(Body))
3372 {
3373 // let vehicles sleep
3374 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3375 return;
3376
3377 if (++bodydisablecontrol < 20)
3378 return;
3379
3380 bodydisablecontrol = 0;
3381 d.BodyEnable(Body);
3382 }
3383
3384 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3385
3386/* moved down to UpdateMove... where it belongs again
3387
3388 // check outside region
3389
3390 if (lpos.Z < -100 || lpos.Z > 100000f)
3391 {
3392 m_outbounds = true;
3393
3394 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3395 _acceleration.X = 0;
3396 _acceleration.Y = 0;
3397 _acceleration.Z = 0;
3398
3399 _velocity.X = 0;
3400 _velocity.Y = 0;
3401 _velocity.Z = 0;
3402 m_rotationalVelocity.X = 0;
3403 m_rotationalVelocity.Y = 0;
3404 m_rotationalVelocity.Z = 0;
3405
3406 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3407 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3408 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3409 m_lastposition = _position;
3410 m_lastorientation = _orientation;
3411
3412 base.RequestPhysicsterseUpdate();
3413
3414 throttleCounter = 0;
3415 _zeroFlag = true;
3416
3417 disableBodySoft(); // disable it and colisions
3418 base.RaiseOutOfBounds(_position);
3419 return;
3420 }
3421
3422 if (lpos.X < 0f)
3423 {
3424 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3425 m_outbounds = true;
3426 }
3427 else if (lpos.X > _parent_scene.WorldExtents.X)
3428 {
3429 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3430 m_outbounds = true;
3431 }
3432 if (lpos.Y < 0f)
3433 {
3434 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3435 m_outbounds = true;
3436 }
3437 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3438 {
3439 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3440 m_outbounds = true;
3441 }
3442
3443 if (m_outbounds)
3444 {
3445 m_lastposition = _position;
3446 m_lastorientation = _orientation;
3447
3448 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3449 m_rotationalVelocity.X = dtmp.X;
3450 m_rotationalVelocity.Y = dtmp.Y;
3451 m_rotationalVelocity.Z = dtmp.Z;
3452
3453 dtmp = d.BodyGetLinearVel(Body);
3454 _velocity.X = dtmp.X;
3455 _velocity.Y = dtmp.Y;
3456 _velocity.Z = dtmp.Z;
3457
3458 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3459 d.BodySetAngularVel(Body, 0, 0, 0);
3460 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3461 disableBodySoft(); // stop collisions
3462 base.RequestPhysicsterseUpdate();
3463 return;
3464 }
3465*/
3466 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3467 {
3468 // 'VEHICLES' are dealt with in ODEDynamics.cs
3469 m_vehicle.Step();
3470 return;
3471 }
3472
3473 float fx = 0;
3474 float fy = 0;
3475 float fz = 0;
3476
3477 float m_mass = _mass;
3478
3479 if (m_usePID && m_PIDTau > 0)
3480 {
3481 // for now position error
3482 _target_velocity =
3483 new Vector3(
3484 (m_PIDTarget.X - lpos.X),
3485 (m_PIDTarget.Y - lpos.Y),
3486 (m_PIDTarget.Z - lpos.Z)
3487 );
3488
3489 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3490 {
3491 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3492 d.BodySetLinearVel(Body, 0, 0, 0);
3493 return;
3494 }
3495 else
3496 {
3497 _zeroFlag = false;
3498
3499 float tmp = 1 / m_PIDTau;
3500 _target_velocity *= tmp;
3501
3502 // apply limits
3503 tmp = _target_velocity.Length();
3504 if (tmp > 50.0f)
3505 {
3506 tmp = 50 / tmp;
3507 _target_velocity *= tmp;
3508 }
3509 else if (tmp < 0.05f)
3510 {
3511 tmp = 0.05f / tmp;
3512 _target_velocity *= tmp;
3513 }
3514
3515 d.Vector3 vel = d.BodyGetLinearVel(Body);
3516 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3517 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3518 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3519// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3520 }
3521 } // end if (m_usePID)
3522
3523 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3524 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3525 {
3526
3527 // Non-Vehicles have a limited set of Hover options.
3528 // determine what our target height really is based on HoverType
3529
3530 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3531
3532 switch (m_PIDHoverType)
3533 {
3534 case PIDHoverType.Ground:
3535 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3536 break;
3537
3538 case PIDHoverType.GroundAndWater:
3539 m_waterHeight = _parent_scene.GetWaterLevel();
3540 if (m_groundHeight > m_waterHeight)
3541 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3542 else
3543 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3544 break;
3545 } // end switch (m_PIDHoverType)
3546
3547 // don't go underground unless volumedetector
3548
3549 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3550 {
3551 d.Vector3 vel = d.BodyGetLinearVel(Body);
3552
3553 fz = (m_targetHoverHeight - lpos.Z);
3554
3555 // if error is zero, use position control; otherwise, velocity control
3556 if (Math.Abs(fz) < 0.01f)
3557 {
3558 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3559 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3560 }
3561 else
3562 {
3563 _zeroFlag = false;
3564 fz /= m_PIDHoverTau;
3565
3566 float tmp = Math.Abs(fz);
3567 if (tmp > 50)
3568 fz = 50 * Math.Sign(fz);
3569 else if (tmp < 0.1)
3570 fz = 0.1f * Math.Sign(fz);
3571
3572 fz = ((fz - vel.Z) * m_invTimeStep);
3573 }
3574 }
3575 }
3576 else
3577 {
3578 float b = (1.0f - m_buoyancy);
3579 fx = _parent_scene.gravityx * b;
3580 fy = _parent_scene.gravityy * b;
3581 fz = _parent_scene.gravityz * b;
3582 }
3583
3584 fx *= m_mass;
3585 fy *= m_mass;
3586 fz *= m_mass;
3587
3588 // constant force
3589 fx += m_force.X;
3590 fy += m_force.Y;
3591 fz += m_force.Z;
3592
3593 fx += m_forceacc.X;
3594 fy += m_forceacc.Y;
3595 fz += m_forceacc.Z;
3596
3597 m_forceacc = Vector3.Zero;
3598
3599 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3600 if (fx != 0 || fy != 0 || fz != 0)
3601 {
3602 d.BodyAddForce(Body, fx, fy, fz);
3603 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3604 }
3605
3606 Vector3 trq;
3607
3608 trq = _torque;
3609 trq += m_angularForceacc;
3610 m_angularForceacc = Vector3.Zero;
3611 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3612 {
3613 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3614 }
3615 }
3616 else
3617 { // is not physical, or is not a body or is selected
3618 // _zeroPosition = d.BodyGetPosition(Body);
3619 return;
3620 //Console.WriteLine("Nothing " + Name);
3621
3622 }
3623 }
3624
3625 public void UpdatePositionAndVelocity()
3626 {
3627 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3628 {
3629 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3630 {
3631 bool lastZeroFlag = _zeroFlag;
3632
3633 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3634
3635 // check outside region
3636 if (lpos.Z < -100 || lpos.Z > 100000f)
3637 {
3638 m_outbounds = true;
3639
3640 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3641 _acceleration.X = 0;
3642 _acceleration.Y = 0;
3643 _acceleration.Z = 0;
3644
3645 _velocity.X = 0;
3646 _velocity.Y = 0;
3647 _velocity.Z = 0;
3648 m_rotationalVelocity.X = 0;
3649 m_rotationalVelocity.Y = 0;
3650 m_rotationalVelocity.Z = 0;
3651
3652 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3653 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3654 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3655 m_lastposition = _position;
3656 m_lastorientation = _orientation;
3657
3658 base.RequestPhysicsterseUpdate();
3659
3660 throttleCounter = 0;
3661 _zeroFlag = true;
3662
3663 disableBodySoft(); // disable it and colisions
3664 base.RaiseOutOfBounds(_position);
3665 return;
3666 }
3667
3668 if (lpos.X < 0f)
3669 {
3670 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3671 m_outbounds = true;
3672 }
3673 else if (lpos.X > _parent_scene.WorldExtents.X)
3674 {
3675 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3676 m_outbounds = true;
3677 }
3678 if (lpos.Y < 0f)
3679 {
3680 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3681 m_outbounds = true;
3682 }
3683 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3684 {
3685 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3686 m_outbounds = true;
3687 }
3688
3689 if (m_outbounds)
3690 {
3691 m_lastposition = _position;
3692 m_lastorientation = _orientation;
3693
3694 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3695 m_rotationalVelocity.X = dtmp.X;
3696 m_rotationalVelocity.Y = dtmp.Y;
3697 m_rotationalVelocity.Z = dtmp.Z;
3698
3699 dtmp = d.BodyGetLinearVel(Body);
3700 _velocity.X = dtmp.X;
3701 _velocity.Y = dtmp.Y;
3702 _velocity.Z = dtmp.Z;
3703
3704 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3705 d.BodySetAngularVel(Body, 0, 0, 0);
3706 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3707 disableBodySoft(); // stop collisions
3708 base.RequestPhysicsterseUpdate();
3709 return;
3710 }
3711
3712 d.Quaternion ori;
3713 d.GeomCopyQuaternion(prim_geom, out ori);
3714
3715 // decide if moving
3716 // use positions since this are integrated quantities
3717 // tolerance values depende a lot on simulation noise...
3718 // use simple math.abs since we dont need to be exact
3719
3720 if (
3721 (Math.Abs(_position.X - lpos.X) < 0.001f)
3722 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3723 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3724 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3725 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3726 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3727 )
3728 {
3729 _zeroFlag = true;
3730 }
3731 else
3732 _zeroFlag = false;
3733
3734 // update velocities and aceleration
3735 if (!(_zeroFlag && lastZeroFlag))
3736 {
3737 d.Vector3 vel = d.BodyGetLinearVel(Body);
3738
3739 _acceleration = _velocity;
3740
3741 if ((Math.Abs(vel.X) < 0.001f) &&
3742 (Math.Abs(vel.Y) < 0.001f) &&
3743 (Math.Abs(vel.Z) < 0.001f))
3744 {
3745 _velocity = Vector3.Zero;
3746 float t = -m_invTimeStep;
3747 _acceleration = _acceleration * t;
3748 }
3749 else
3750 {
3751 _velocity.X = vel.X;
3752 _velocity.Y = vel.Y;
3753 _velocity.Z = vel.Z;
3754 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3755 }
3756
3757 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3758 (Math.Abs(_acceleration.Y) < 0.01f) &&
3759 (Math.Abs(_acceleration.Z) < 0.01f))
3760 {
3761 _acceleration = Vector3.Zero;
3762 }
3763
3764 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3765 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3766 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3767 )
3768 {
3769 m_rotationalVelocity = Vector3.Zero;
3770 }
3771 else
3772 {
3773 vel = d.BodyGetAngularVel(Body);
3774 m_rotationalVelocity.X = vel.X;
3775 m_rotationalVelocity.Y = vel.Y;
3776 m_rotationalVelocity.Z = vel.Z;
3777 }
3778 }
3779
3780 if (_zeroFlag)
3781 {
3782 if (lastZeroFlag)
3783 {
3784 _velocity = Vector3.Zero;
3785 _acceleration = Vector3.Zero;
3786 m_rotationalVelocity = Vector3.Zero;
3787 }
3788
3789 if (!m_lastUpdateSent)
3790 {
3791 base.RequestPhysicsterseUpdate();
3792 if (lastZeroFlag)
3793 m_lastUpdateSent = true;
3794 }
3795 return;
3796 }
3797
3798 _position.X = lpos.X;
3799 _position.Y = lpos.Y;
3800 _position.Z = lpos.Z;
3801
3802 _orientation.X = ori.X;
3803 _orientation.Y = ori.Y;
3804 _orientation.Z = ori.Z;
3805 _orientation.W = ori.W;
3806 base.RequestPhysicsterseUpdate();
3807 m_lastUpdateSent = false;
3808 }
3809 }
3810 }
3811
3812 internal static bool QuaternionIsFinite(Quaternion q)
3813 {
3814 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3815 return false;
3816 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3817 return false;
3818 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3819 return false;
3820 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3821 return false;
3822 return true;
3823 }
3824
3825 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3826 {
3827 // assumes object center of mass is zero
3828 float smass = part.mass;
3829 theobj.mass -= smass;
3830
3831 smass *= 1.0f / (theobj.mass); ;
3832
3833 theobj.c.X -= part.c.X * smass;
3834 theobj.c.Y -= part.c.Y * smass;
3835 theobj.c.Z -= part.c.Z * smass;
3836
3837 theobj.I.M00 -= part.I.M00;
3838 theobj.I.M01 -= part.I.M01;
3839 theobj.I.M02 -= part.I.M02;
3840 theobj.I.M10 -= part.I.M10;
3841 theobj.I.M11 -= part.I.M11;
3842 theobj.I.M12 -= part.I.M12;
3843 theobj.I.M20 -= part.I.M20;
3844 theobj.I.M21 -= part.I.M21;
3845 theobj.I.M22 -= part.I.M22;
3846 }
3847
3848 private void donullchange()
3849 {
3850 }
3851
3852 public bool DoAChange(changes what, object arg)
3853 {
3854 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3855 {
3856 return false;
3857 }
3858
3859 // nasty switch
3860 switch (what)
3861 {
3862 case changes.Add:
3863 changeadd();
3864 break;
3865 case changes.Remove:
3866 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3867 //When we return true, it destroys all of the prims in the linkset anyway
3868 if (_parent != null)
3869 {
3870 OdePrim parent = (OdePrim)_parent;
3871 parent.ChildRemove(this, false);
3872 }
3873 else
3874 ChildRemove(this, false);
3875
3876 m_vehicle = null;
3877 RemoveGeom();
3878 m_targetSpace = IntPtr.Zero;
3879 if (m_eventsubscription > 0)
3880 UnSubscribeEvents();
3881 return true;
3882
3883 case changes.Link:
3884 OdePrim tmp = (OdePrim)arg;
3885 changeLink(tmp);
3886 break;
3887
3888 case changes.DeLink:
3889 changeLink(null);
3890 break;
3891
3892 case changes.Position:
3893 changePosition((Vector3)arg);
3894 break;
3895
3896 case changes.Orientation:
3897 changeOrientation((Quaternion)arg);
3898 break;
3899
3900 case changes.PosOffset:
3901 donullchange();
3902 break;
3903
3904 case changes.OriOffset:
3905 donullchange();
3906 break;
3907
3908 case changes.Velocity:
3909 changevelocity((Vector3)arg);
3910 break;
3911
3912 // case changes.Acceleration:
3913 // changeacceleration((Vector3)arg);
3914 // break;
3915 // case changes.AngVelocity:
3916 // changeangvelocity((Vector3)arg);
3917 // break;
3918
3919 case changes.Force:
3920 changeForce((Vector3)arg);
3921 break;
3922
3923 case changes.Torque:
3924 changeSetTorque((Vector3)arg);
3925 break;
3926
3927 case changes.AddForce:
3928 changeAddImpulse((Vector3)arg);
3929 break;
3930
3931 case changes.AddAngForce:
3932 changeAddAngularImpulse((Vector3)arg);
3933 break;
3934
3935 case changes.AngLock:
3936 changeAngularLock((Vector3)arg);
3937 break;
3938
3939 case changes.Size:
3940 changeSize((Vector3)arg);
3941 break;
3942
3943 case changes.Shape:
3944 changeShape((PrimitiveBaseShape)arg);
3945 break;
3946
3947 case changes.CollidesWater:
3948 changeFloatOnWater((bool)arg);
3949 break;
3950
3951 case changes.VolumeDtc:
3952 changeVolumedetetion((bool)arg);
3953 break;
3954
3955 case changes.Phantom:
3956 changePhantomStatus((bool)arg);
3957 break;
3958
3959 case changes.Physical:
3960 changePhysicsStatus((bool)arg);
3961 break;
3962
3963 case changes.Selected:
3964 changeSelectedStatus((bool)arg);
3965 break;
3966
3967 case changes.disabled:
3968 changeDisable((bool)arg);
3969 break;
3970
3971 case changes.building:
3972 changeBuilding((bool)arg);
3973 break;
3974
3975 case changes.VehicleType:
3976 changeVehicleType((int)arg);
3977 break;
3978
3979 case changes.VehicleFlags:
3980 changeVehicleFlags((strVehicleBoolParam) arg);
3981 break;
3982
3983 case changes.VehicleFloatParam:
3984 changeVehicleFloatParam((strVehicleFloatParam) arg);
3985 break;
3986
3987 case changes.VehicleVectorParam:
3988 changeVehicleVectorParam((strVehicleVectorParam) arg);
3989 break;
3990
3991 case changes.VehicleRotationParam:
3992 changeVehicleRotationParam((strVehicleQuatParam) arg);
3993 break;
3994
3995 case changes.SetVehicle:
3996 changeSetVehicle((VehicleData) arg);
3997 break;
3998 case changes.Null:
3999 donullchange();
4000 break;
4001
4002 default:
4003 donullchange();
4004 break;
4005 }
4006 return false;
4007 }
4008
4009 public void AddChange(changes what, object arg)
4010 {
4011 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4012 }
4013
4014
4015 private struct strVehicleBoolParam
4016 {
4017 public int param;
4018 public bool value;
4019 }
4020
4021 private struct strVehicleFloatParam
4022 {
4023 public int param;
4024 public float value;
4025 }
4026
4027 private struct strVehicleQuatParam
4028 {
4029 public int param;
4030 public Quaternion value;
4031 }
4032
4033 private struct strVehicleVectorParam
4034 {
4035 public int param;
4036 public Vector3 value;
4037 }
4038 }
4039} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..5122ebf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,603 @@
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 OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 string name;
474
475 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
476 return;
477
478 if (name == "Terrain")
479 {
480 // land colision
481 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
482 return;
483 }
484 else if (name == "Water")
485 {
486 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
487 return;
488 }
489 else
490 return;
491 }
492 else
493 {
494 if (p2 is OdePrim)
495 {
496 RayFilterFlags thisFlags;
497
498 if (p2.IsPhysical)
499 thisFlags = RayFilterFlags.physical;
500 else
501 thisFlags = RayFilterFlags.nonphysical;
502
503 if (p2.Phantom)
504 thisFlags |= RayFilterFlags.phantom;
505
506 if (p2.IsVolumeDtc)
507 thisFlags |= RayFilterFlags.volumedtc;
508
509 if ((thisFlags & CurrentRayFilter) == 0)
510 return;
511
512 ID = ((OdePrim)p2).m_localID;
513 }
514 else if (p2 is OdeCharacter)
515 {
516 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
517 return;
518 else
519 ID = ((OdeCharacter)p2).m_localID;
520 }
521 else //??
522 return;
523 }
524
525 d.ContactGeom curcontact = new d.ContactGeom();
526
527 // closestHit for now only works for meshs, so must do it for others
528 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
529 {
530 // Loop all contacts, build results.
531 for (int i = 0; i < count; i++)
532 {
533 if (!GetCurContactGeom(i, ref curcontact))
534 break;
535
536 ContactResult collisionresult = new ContactResult();
537 collisionresult.ConsumerID = ID;
538 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
539 collisionresult.Depth = curcontact.depth;
540 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
541 curcontact.normal.Z);
542 lock (m_contactResults)
543 {
544 m_contactResults.Add(collisionresult);
545 if (m_contactResults.Count >= CurrentMaxCount)
546 return;
547 }
548 }
549 }
550 else
551 {
552 // keep only closest contact
553 ContactResult collisionresult = new ContactResult();
554 collisionresult.ConsumerID = ID;
555 collisionresult.Depth = float.MaxValue;
556
557 for (int i = 0; i < count; i++)
558 {
559 if (!GetCurContactGeom(i, ref curcontact))
560 break;
561
562 if (curcontact.depth < collisionresult.Depth)
563 {
564 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
565 collisionresult.Depth = curcontact.depth;
566 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
567 curcontact.normal.Z);
568 }
569 }
570
571 if (collisionresult.Depth != float.MaxValue)
572 {
573 lock (m_contactResults)
574 m_contactResults.Add(collisionresult);
575 }
576 }
577 }
578
579 /// <summary>
580 /// Dereference the creator scene so that it can be garbage collected if needed.
581 /// </summary>
582 internal void Dispose()
583 {
584 m_scene = null;
585 if (ray != IntPtr.Zero)
586 {
587 d.GeomDestroy(ray);
588 ray = IntPtr.Zero;
589 }
590 }
591 }
592
593 public struct ODERayRequest
594 {
595 public IntPtr geom;
596 public Vector3 Origin;
597 public Vector3 Normal;
598 public int Count;
599 public float length;
600 public object callbackMethod;
601 public RayFilterFlags filter;
602 }
603} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..0e4961b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2005 @@
1/*
2 * based on:
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 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 UbitTerrainClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 5
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
219
220 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
221 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
222
223 #endregion
224
225 #region Structs
226
227 [StructLayout(LayoutKind.Sequential)]
228 public struct AABB
229 {
230 public dReal MinX, MaxX;
231 public dReal MinY, MaxY;
232 public dReal MinZ, MaxZ;
233 }
234
235
236 [StructLayout(LayoutKind.Sequential)]
237 public struct Contact
238 {
239 public SurfaceParameters surface;
240 public ContactGeom geom;
241 public Vector3 fdir1;
242 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
243 }
244
245
246 [StructLayout(LayoutKind.Sequential)]
247 public struct ContactGeom
248 {
249
250 public Vector3 pos;
251 public Vector3 normal;
252 public dReal depth;
253 public IntPtr g1;
254 public IntPtr g2;
255 public int side1;
256 public int side2;
257 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
258 }
259
260 [StructLayout(LayoutKind.Sequential)]
261 public struct GeomClass
262 {
263 public int bytes;
264 public GetColliderFnFn collider;
265 public GetAABBFn aabb;
266 public AABBTestFn aabb_test;
267 public GeomDtorFn dtor;
268 }
269
270
271 [StructLayout(LayoutKind.Sequential)]
272 public struct JointFeedback
273 {
274 public Vector3 f1;
275 public Vector3 t1;
276 public Vector3 f2;
277 public Vector3 t2;
278 }
279
280
281 [StructLayout(LayoutKind.Sequential)]
282 public struct Mass
283 {
284 public dReal mass;
285 public Vector4 c;
286 public Matrix3 I;
287 }
288
289
290 [StructLayout(LayoutKind.Sequential)]
291 public struct Matrix3
292 {
293 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
294 {
295 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
296 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
297 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
298 }
299 public dReal M00, M10, M20;
300 private dReal _m30;
301 public dReal M01, M11, M21;
302 private dReal _m31;
303 public dReal M02, M12, M22;
304 private dReal _m32;
305 }
306
307 [StructLayout(LayoutKind.Sequential)]
308 public struct Matrix4
309 {
310 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
311 dReal m01, dReal m11, dReal m21, dReal m31,
312 dReal m02, dReal m12, dReal m22, dReal m32,
313 dReal m03, dReal m13, dReal m23, dReal m33)
314 {
315 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
316 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
317 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
318 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
319 }
320 public dReal M00, M10, M20, M30;
321 public dReal M01, M11, M21, M31;
322 public dReal M02, M12, M22, M32;
323 public dReal M03, M13, M23, M33;
324 }
325
326 [StructLayout(LayoutKind.Sequential)]
327 public struct Quaternion
328 {
329 public dReal W, X, Y, Z;
330 }
331
332
333 [StructLayout(LayoutKind.Sequential)]
334 public struct SurfaceParameters
335 {
336 public ContactFlags mode;
337 public dReal mu;
338 public dReal mu2;
339 public dReal bounce;
340 public dReal bounce_vel;
341 public dReal soft_erp;
342 public dReal soft_cfm;
343 public dReal motion1;
344 public dReal motion2;
345 public dReal motionN;
346 public dReal slip1;
347 public dReal slip2;
348 }
349
350
351 [StructLayout(LayoutKind.Sequential)]
352 public struct Vector3
353 {
354 public Vector3(dReal x, dReal y, dReal z)
355 {
356 X = x; Y = y; Z = z; _w = 0.0f;
357 }
358 public dReal X, Y, Z;
359 private dReal _w;
360 }
361
362
363 [StructLayout(LayoutKind.Sequential)]
364 public struct Vector4
365 {
366 public Vector4(dReal x, dReal y, dReal z, dReal w)
367 {
368 X = x; Y = y; Z = z; W = w;
369 }
370 public dReal X, Y, Z, W;
371 }
372
373 #endregion
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
376 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
382 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
424 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
425
426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
427 public static extern IntPtr BodyiCreate(IntPtr world);
428 public static IntPtr BodyCreate(IntPtr world)
429 {
430 NTotalBodies++;
431 return BodyiCreate(world);
432 }
433
434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
435 public static extern void BodyiDestroy(IntPtr body);
436 public static void BodyDestroy(IntPtr body)
437 {
438 NTotalBodies--;
439 BodyiDestroy(body);
440 }
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyDisable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
446 public static extern void BodyEnable(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
449 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
452 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
455 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
458 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
461 public static extern int BodyGetAutoDisableSteps(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
464 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
465
466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
467 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
468 public static Vector3 BodyGetAngularVel(IntPtr body)
469 {
470 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
471 }
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
474 public static extern IntPtr BodyGetData(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
477 public static extern int BodyGetFiniteRotationMode(IntPtr body);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
480 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
481
482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
483 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
484 public static Vector3 BodyGetForce(IntPtr body)
485 {
486 unsafe { return *(BodyGetForceUnsafe(body)); }
487 }
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
490 public static extern bool BodyGetGravityMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
493 public static extern int BodyGetGyroscopicMode(IntPtr body);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
496 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
497
498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
499 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
500 public static Vector3 BodyGetLinearVel(IntPtr body)
501 {
502 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
503 }
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
506 public static extern void BodyGetMass(IntPtr body, out Mass mass);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
509 public static extern int BodyGetNumJoints(IntPtr body);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
512 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
513
514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
515 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
516 public static Vector3 BodyGetPosition(IntPtr body)
517 {
518 unsafe { return *(BodyGetPositionUnsafe(body)); }
519 }
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
522 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
523
524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
525 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
526 public static Quaternion BodyGetQuaternion(IntPtr body)
527 {
528 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
529 }
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
535 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
536
537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
538 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
539 public static Matrix3 BodyGetRotation(IntPtr body)
540 {
541 unsafe { return *(BodyGetRotationUnsafe(body)); }
542 }
543
544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
545 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
546 public static Vector3 BodyGetTorque(IntPtr body)
547 {
548 unsafe { return *(BodyGetTorqueUnsafe(body)); }
549 }
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetWorld(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
558 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
559
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
562 public static extern bool BodyIsEnabled(IntPtr body);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableDefaults(IntPtr body);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetData(IntPtr body, IntPtr data);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetLinearDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern dReal BodyGetAngularDamping(IntPtr body);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
619 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
623
624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
625 public static extern void BodySetGravityMode(IntPtr body, bool mode);
626
627 /// <summary>
628 /// Sets the Gyroscopic term status on the body specified.
629 /// </summary>
630 /// <param name="body">Pointer to body</param>
631 /// <param name="enabled">NonZero enabled, Zero disabled</param>
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
633 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetMass(IntPtr body, ref Mass mass);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
663 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
664
665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
666 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
667 ref Vector3 side1, ref Vector3 p2,
668 ref Matrix3 R2, ref Vector3 side2,
669 ref Vector3 normal, out dReal depth, out int return_code,
670 int maxc, out ContactGeom contact, int skip);
671
672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
673 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
674 ref Vector3 side1, ref Vector3 _p2,
675 ref Matrix3 R2, ref Vector3 side2);
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
678 public static extern void CleanupODEAllDataForThread();
679
680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
681 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
682 ref Vector3 b1, ref Vector3 b2,
683 ref Vector3 cp1, ref Vector3 cp2);
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
686 public static extern void CloseODE();
687
688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
689 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
695
696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
697 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
698 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
699 {
700 NTotalGeoms++;
701 return CreateiBox(space, lx, ly, lz);
702 }
703
704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
705 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
706 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
707 {
708 NTotalGeoms++;
709 return CreateiCapsule(space, radius, length);
710 }
711
712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
713 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
714 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
715 {
716 NTotalGeoms++;
717 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
718 }
719
720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
721 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
722 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
723 {
724 NTotalGeoms++;
725 return CreateiCylinder(space, radius, length);
726 }
727
728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
729 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
730 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
731 {
732 NTotalGeoms++;
733 return CreateiHeightfield(space, data, bPlaceable);
734 }
735
736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
737 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
738 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
739 {
740 NTotalGeoms++;
741 return CreateiUbitTerrain(space, data, bPlaceable);
742 }
743
744
745
746
747
748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
749 public static extern IntPtr CreateiGeom(int classnum);
750 public static IntPtr CreateGeom(int classnum)
751 {
752 NTotalGeoms++;
753 return CreateiGeom(classnum);
754 }
755
756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
757 public static extern int CreateGeomClass(ref GeomClass classptr);
758
759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
760 public static extern IntPtr CreateGeomTransform(IntPtr space);
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
764 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
765 {
766 NTotalGeoms++;
767 return CreateiPlane(space, a, b, c, d);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
772 public static IntPtr CreateRay(IntPtr space, dReal length)
773 {
774 NTotalGeoms++;
775 return CreateiRay(space, length);
776 }
777
778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
779 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
780 public static IntPtr CreateSphere(IntPtr space, dReal radius)
781 {
782 NTotalGeoms++;
783 return CreateiSphere(space, radius);
784 }
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
787 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
788 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
789 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
791 {
792 NTotalGeoms++;
793 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
794 }
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
796 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
799 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
802 public static extern int FactorCholesky(ref dReal A00, int n);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
805 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
808 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
814 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
817 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
820 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
823 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
829 public static extern void GeomClearOffset(IntPtr geom);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
847 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
854
855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
856 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
857
858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
859 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomiDestroy(IntPtr geom);
869 public static void GeomDestroy(IntPtr geom)
870 {
871 NTotalGeoms--;
872 GeomiDestroy(geom);
873 }
874
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
877 public static extern void GeomDisable(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
880 public static extern void GeomEnable(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
883 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
886 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetBody(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
892 public static extern uint GeomGetCategoryBits(IntPtr geom);
893
894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
895 public static extern IntPtr GeomGetClassData(IntPtr geom);
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
898 public static extern uint GeomGetCollideBits(IntPtr geom);
899
900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
901 public static extern GeomClassID GeomGetClass(IntPtr geom);
902
903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
904 public static extern IntPtr GeomGetData(IntPtr geom);
905
906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
907 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
908 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
909 {
910 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
911 }
912
913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
914 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
915 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
916 {
917 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
918 }
919
920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
921 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
922 public static Vector3 GeomGetPosition(IntPtr geom)
923 {
924 unsafe { return *(GeomGetPositionUnsafe(geom)); }
925 }
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
929
930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
931 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
934 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
935 public static Matrix3 GeomGetRotation(IntPtr geom)
936 {
937 unsafe { return *(GeomGetRotationUnsafe(geom)); }
938 }
939
940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
941 public static extern IntPtr GeomGetSpace(IntPtr geom);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
979 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
980 dReal width, dReal depth, int widthSamples, int depthSamples,
981 dReal scale, dReal offset, dReal thickness, int bWrap);
982
983
984
985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
986 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
987 dReal width, dReal depth, int widthSamples, int depthSamples,
988 dReal scale, dReal offset, dReal thickness, int bWrap);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
992 dReal width, dReal depth, int widthSamples, int depthSamples,
993 dReal scale, dReal offset, dReal thickness, int bWrap);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
996 public static extern IntPtr GeomHeightfieldDataCreate();
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1005 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1008 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1009
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1013 dReal sampleSize, int widthSamples, int depthSamples,
1014 dReal offset, dReal thickness, int bWrap);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1018 dReal sampleSize, int widthSamples, int depthSamples,
1019 dReal thickness, int bWrap);
1020
1021 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1022 public static extern IntPtr GeomUbitTerrainDataCreate();
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1026
1027 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1028 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1029
1030 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1031 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1032
1033 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1034 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1035
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1038 public static extern bool GeomIsEnabled(IntPtr geom);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1041 public static extern bool GeomIsOffset(IntPtr geom);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1044 public static extern bool GeomIsSpace(IntPtr geom);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1050 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1053 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1065 public static extern int GeomRayGetClosestHit(IntPtr ray);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1068 public static extern dReal GeomRayGetLength(IntPtr ray);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1071 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1095 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1101 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1104 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1110 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1113 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1116 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1129
1130 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1131 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1135
1136 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1137 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1138
1139 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1140 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1141
1142 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1143 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1144
1145 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1146 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1147
1148 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1149 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1150
1151 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1152 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1155 public static extern int GeomTransformGetCleanup(IntPtr geom);
1156
1157 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1158 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1161 public static extern int GeomTransformGetInfo(IntPtr geom);
1162
1163 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1164 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1168
1169 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1170 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1174 double[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1184 double[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 double[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1196 dReal[] vertices, int vertexStride, int vertexCount,
1197 int[] indices, int indexCount, int triStride);
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1201 IntPtr vertices, int vertexStride, int vertexCount,
1202 IntPtr indices, int indexCount, int triStride);
1203
1204 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1205 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1206 dReal[] vertices, int vertexStride, int vertexCount,
1207 int[] indices, int indexCount, int triStride,
1208 dReal[] normals);
1209
1210 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1211 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1212 IntPtr vertices, int vertexStride, int vertexCount,
1213 IntPtr indices, int indexCount, int triStride,
1214 IntPtr normals);
1215
1216 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1217 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1218 float[] vertices, int vertexStride, int vertexCount,
1219 int[] indices, int indexCount, int triStride);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1222 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1223 IntPtr vertices, int vertexStride, int vertexCount,
1224 IntPtr indices, int indexCount, int triStride);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1227 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1228 float[] vertices, int vertexStride, int vertexCount,
1229 int[] indices, int indexCount, int triStride,
1230 float[] normals);
1231
1232 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1233 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1234 IntPtr vertices, int vertexStride, int vertexCount,
1235 IntPtr indices, int indexCount, int triStride,
1236 IntPtr normals);
1237
1238 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1239 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1240
1241 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1242 public static extern IntPtr GeomTriMeshDataCreate();
1243
1244 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1245 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1246
1247 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1248 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1249
1250 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1251 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1252
1253 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1254 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1255
1256 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1257 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1258
1259 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1260 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1261
1262 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1263 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1264
1265 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1266 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1267
1268 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1269 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1270
1271 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1272 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1273 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1274 {
1275 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1276 }
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1279 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1282 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1285 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1288 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1291 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1294 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1297 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1300 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1303 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1306 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1309 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1312 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1315 public static extern string GetConfiguration(string str);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr HashSpaceCreate(IntPtr space);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1321 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1324 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1327 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1330 public static extern void InitODE();
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1333 public static extern int InitODE2(uint ODEInitFlags);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1336 public static extern int IsPositiveDefinite(ref dReal A, int n);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1339 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1342 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1345 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1348 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1363 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1366 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1369 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1371 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1374 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1377 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1401 public static extern void JointDestroy(IntPtr j);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1404 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1407 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1413 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1416 public static extern int JointGetAMotorMode(IntPtr j);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1419 public static extern int JointGetAMotorNumAxes(IntPtr j);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1422 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1425 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1428 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1431 public static extern IntPtr JointGetBody(IntPtr j);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1434 public static extern IntPtr JointGetData(IntPtr j);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1437 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1438 public static JointFeedback JointGetFeedback(IntPtr j)
1439 {
1440 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1441 }
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1444 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetHingeAngle(IntPtr j);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1450 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1471 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1474 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1483 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1489 public static extern int JointGetLMotorNumAxes(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1498 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1504 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1507 public static extern dReal JointGetPRPosition(IntPtr j);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetPRPositionRate(IntPtr j);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1513 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetSliderPosition(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1522 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1525 public static extern JointType JointGetType(IntPtr j);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1534 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1537 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1540 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1555 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1558 public static extern IntPtr JointGroupCreate(int max_size);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGroupDestroy(IntPtr group);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointGroupEmpty(IntPtr group);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetData(IntPtr j, IntPtr data);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetFixed(IntPtr j);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1672 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassAdd(ref Mass a, ref Mass b);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassAdjust(ref Mass m, dReal newmass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1681 public static extern bool MassCheck(ref Mass m);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1690 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetParameters(out Mass mass, dReal themass,
1709 dReal cgx, dReal cgy, dReal cgz,
1710 dReal i11, dReal i22, dReal i33,
1711 dReal i12, dReal i13, dReal i23);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1717 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1718
1719 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1720 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetZero(out Mass mass);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1726 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1729 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1732 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1733 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1734 {
1735 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1736 }
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1739 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1742 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1745 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1748 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1751 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QSetIdentity(out Quaternion q);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1766 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1769 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1772 public static extern dReal RandReal();
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1775 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1778 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1781 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RSetIdentity(out Matrix3 R);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1793 public static extern void SetValue(out dReal a, int n);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1796 public static extern void SetZero(out dReal a, int n);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1799 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1817 public static extern bool SpaceLockQuery(IntPtr space);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SpaceClean(IntPtr space);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1826 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceDestroy(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1832 public static extern bool SpaceGetCleanup(IntPtr space);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1835 public static extern int SpaceGetNumGeoms(IntPtr space);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1838 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1841 public static extern int SpaceGetSublevel(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1844 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1847 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1850 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1853 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1856 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1859 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1862 public static extern IntPtr WorldCreate();
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1865 public static extern void WorldDestroy(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1868 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1874 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1880 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1883 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1886 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1889 public static extern dReal WorldGetCFM(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetERP(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1904 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1907 public static extern dReal WorldGetAngularDamping(IntPtr world);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetLinearDamping(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1919 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetQuickStepW(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetERP(IntPtr world, dReal erp);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldStep(IntPtr world, dReal stepsize);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2004 }
2005}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
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.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..7367719
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2740 @@
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 SPAM
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 OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.8f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 private float metersInSpace = 25.6f;
194 private float m_timeDilation = 1.0f;
195
196 DateTime m_lastframe;
197
198 public float gravityx = 0f;
199 public float gravityy = 0f;
200 public float gravityz = -9.8f;
201
202 private float waterlevel = 0f;
203 private int framecount = 0;
204
205 private IntPtr WaterGeom = IntPtr.Zero;
206 private IntPtr WaterHeightmapData = IntPtr.Zero;
207 private GCHandle WaterMapHandler = new GCHandle();
208
209 public float avPIDD = 2200f; // make it visible
210 public float avPIDP = 900f; // make it visible
211 private float avCapRadius = 0.37f;
212 private float avDensity = 3f;
213 private float avMovementDivisorWalk = 1.3f;
214 private float avMovementDivisorRun = 0.8f;
215 private float minimumGroundFlightOffset = 3f;
216 public float maximumMassObject = 10000.01f;
217
218 public bool meshSculptedPrim = true;
219 public bool forceSimplePrimMeshing = false;
220
221 public float meshSculptLOD = 32;
222 public float MeshSculptphysicalLOD = 32;
223
224 public float geomDefaultDensity = 10.000006836f;
225
226 public int geomContactPointsStartthrottle = 3;
227 public int geomUpdatesPerThrottledUpdate = 15;
228
229 public float bodyPIDD = 35f;
230 public float bodyPIDG = 25;
231
232// public int geomCrossingFailuresBeforeOutofbounds = 6;
233
234 public int bodyFramesAutoDisable = 5;
235
236
237 private d.NearCallback nearCallback;
238
239 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
240 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
241 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
243
244 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
245
246 /// <summary>
247 /// A list of actors that should receive collision events.
248 /// </summary>
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250
251 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
252 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
253 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
254
255 private float contactsurfacelayer = 0.002f;
256
257 private int contactsPerCollision = 80;
258 internal IntPtr ContactgeomsArray = IntPtr.Zero;
259 private IntPtr GlobalContactsArray = IntPtr.Zero;
260
261 const int maxContactsbeforedeath = 4000;
262 private volatile int m_global_contactcount = 0;
263
264
265 private readonly IntPtr contactgroup;
266
267 public ContactData[] m_materialContactsData = new ContactData[8];
268
269 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
270 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
271 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
272
273 private int m_physicsiterations = 10;
274 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
275 private readonly PhysicsActor PANull = new NullPhysicsActor();
276 private float step_time = 0.0f;
277
278 public IntPtr world;
279
280 private uint obj2LocalID = 0;
281 private OdeCharacter cc1;
282 private OdePrim cp1;
283 private OdeCharacter cc2;
284 private OdePrim cp2;
285
286 // split the spaces acording to contents type
287 // ActiveSpace contains characters and active prims
288 // StaticSpace contains land and other that is mostly static in enviroment
289 // this can contain subspaces, like the grid in staticspace
290 // as now space only contains this 2 top spaces
291
292 public IntPtr TopSpace; // the global space
293 public IntPtr ActiveSpace; // space for active prims
294 public IntPtr StaticSpace; // space for the static things around
295
296 // some speedup variables
297 private int spaceGridMaxX;
298 private int spaceGridMaxY;
299 private float spacesPerMeter;
300
301 // split static geometry collision into a grid as before
302 private IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305 private static Object SimulationLock;
306
307 public IMesher mesher;
308
309 private IConfigSource m_config;
310
311 public bool physics_logging = false;
312 public int physics_logging_interval = 0;
313 public bool physics_logging_append_existing_logfile = false;
314
315 private Vector3 m_worldOffset = Vector3.Zero;
316 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
317 private PhysicsScene m_parentScene = null;
318
319 private ODERayCastRequestManager m_rayCastManager;
320
321
322/* maybe needed if ode uses tls
323 private void checkThread()
324 {
325
326 int th = Thread.CurrentThread.ManagedThreadId;
327 if(th != threadid)
328 {
329 threadid = th;
330 d.AllocateODEDataForThread(~0U);
331 }
332 }
333 */
334 /// <summary>
335 /// Initiailizes the scene
336 /// Sets many properties that ODE requires to be stable
337 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
338 /// </summary>
339 public OdeScene(string sceneIdentifier)
340 {
341 m_log
342 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
343
344// checkThread();
345 Name = sceneIdentifier;
346
347 OdeLock = new Object();
348 SimulationLock = new Object();
349
350 nearCallback = near;
351
352 m_rayCastManager = new ODERayCastRequestManager(this);
353 lock (OdeLock)
354 {
355 // Create the world and the first space
356 try
357 {
358 world = d.WorldCreate();
359 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
360
361 // now the major subspaces
362 ActiveSpace = d.HashSpaceCreate(TopSpace);
363 StaticSpace = d.HashSpaceCreate(TopSpace);
364 }
365 catch
366 {
367 // i must RtC#FM
368 }
369
370 d.HashSpaceSetLevels(TopSpace, -2, 8);
371 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
372 d.HashSpaceSetLevels(StaticSpace, -2, 8);
373
374 // demote to second level
375 d.SpaceSetSublevel(ActiveSpace, 1);
376 d.SpaceSetSublevel(StaticSpace, 1);
377
378 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
379 CollisionCategories.Geom |
380 CollisionCategories.Character |
381 CollisionCategories.Phantom |
382 CollisionCategories.VolumeDtc
383 ));
384 d.GeomSetCollideBits(ActiveSpace, 0);
385 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
386 CollisionCategories.Geom |
387 CollisionCategories.Land |
388 CollisionCategories.Water |
389 CollisionCategories.Phantom |
390 CollisionCategories.VolumeDtc
391 ));
392 d.GeomSetCollideBits(StaticSpace, 0);
393
394 contactgroup = d.JointGroupCreate(0);
395 //contactgroup
396
397 d.WorldSetAutoDisableFlag(world, false);
398 }
399 }
400
401 // Initialize the mesh plugin
402// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
403 public override void Initialise(IMesher meshmerizer, IConfigSource config)
404 {
405// checkThread();
406 mesher = meshmerizer;
407 m_config = config;
408/*
409 string ode_config = d.GetConfiguration("ODE");
410 if (ode_config != null && ode_config != "")
411 {
412 m_log.WarnFormat("ODE configuration: {0}", ode_config);
413
414 if (ode_config.Contains("ODE_Ubit"))
415 {
416 OdeUbitLib = true;
417 }
418 }
419*/
420 /*
421 if (region != null)
422 {
423 WorldExtents.X = region.RegionSizeX;
424 WorldExtents.Y = region.RegionSizeY;
425 }
426 */
427
428 // Defaults
429
430 int contactsPerCollision = 80;
431
432 if (m_config != null)
433 {
434 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
435 if (physicsconfig != null)
436 {
437 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
438 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
439 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
440
441 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
442
443 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
444
445 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
446 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
447
448 avDensity = physicsconfig.GetFloat("av_density", avDensity);
449 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
450 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
451 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
452
453 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
454
455 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
456 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
457// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
458
459 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
460 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
461/*
462 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
463 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
464*/
465 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
466 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
467 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
468 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
469/*
470 if (Environment.OSVersion.Platform == PlatformID.Unix)
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
474 }
475 else
476 {
477
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
480 }
481*/
482 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
483 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
484 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
485
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
488 }
489 }
490
491 HalfOdeStep = ODE_STEPSIZE * 0.5f;
492
493 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
494 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
495
496 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
497 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
498
499 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
500 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
501
502 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
503 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
504
505 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
506 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
507
508 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
509 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
510
511 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
512 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
513
514 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
515 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
516
517 m_materialContactsData[(int)Material.light].mu = 0.0f;
518 m_materialContactsData[(int)Material.light].bounce = 0.0f;
519
520 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
521
522 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
523 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
524
525 d.WorldSetLinearDamping(world, 0.001f);
526 d.WorldSetAngularDamping(world, 0.001f);
527 d.WorldSetAngularDampingThreshold(world, 0f);
528 d.WorldSetLinearDampingThreshold(world, 0f);
529 d.WorldSetMaxAngularSpeed(world, 100f);
530
531 d.WorldSetCFM(world,1e-6f); // a bit harder than default
532 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
533 d.WorldSetERP(world, 0.6f); // higher than original
534
535 // Set how many steps we go without running collision testing
536 // This is in addition to the step size.
537 // Essentially Steps * m_physicsiterations
538 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
539
540 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
541
542 spacesPerMeter = 1 / metersInSpace;
543 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
544 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
545
546 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
547
548 // create all spaces now
549 int i, j;
550 IntPtr newspace;
551 for (i = 0; i < spaceGridMaxX; i++)
552 for (j = 0; j < spaceGridMaxY; j++)
553 {
554 newspace = d.HashSpaceCreate(StaticSpace);
555 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
556 waitForSpaceUnlock(newspace);
557 d.SpaceSetSublevel(newspace, 2);
558 d.HashSpaceSetLevels(newspace, -2, 8);
559 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
560 CollisionCategories.Geom |
561 CollisionCategories.Land |
562 CollisionCategories.Water |
563 CollisionCategories.Phantom |
564 CollisionCategories.VolumeDtc
565 ));
566 d.GeomSetCollideBits(newspace, 0);
567
568 staticPrimspace[i, j] = newspace;
569 }
570 // let this now be real maximum values
571 spaceGridMaxX--;
572 spaceGridMaxY--;
573 m_lastframe = DateTime.UtcNow;
574 }
575
576 internal void waitForSpaceUnlock(IntPtr space)
577 {
578 //if (space != IntPtr.Zero)
579 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
580 }
581
582 #region Collision Detection
583
584 // sets a global contact for a joint for contactgeom , and base contact description)
585
586 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
587 {
588 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
589 return IntPtr.Zero;
590
591 float erp = contactGeom.depth;
592 erp *= erpscale;
593 if (erp < minERP)
594 erp = minERP;
595 else if (erp > MaxERP)
596 erp = MaxERP;
597
598 float depth = contactGeom.depth * dscale;
599 if (depth > 0.5f)
600 depth = 0.5f;
601
602 d.Contact newcontact = new d.Contact();
603 newcontact.geom.depth = depth;
604 newcontact.geom.g1 = contactGeom.g1;
605 newcontact.geom.g2 = contactGeom.g2;
606 newcontact.geom.pos = contactGeom.pos;
607 newcontact.geom.normal = contactGeom.normal;
608 newcontact.geom.side1 = contactGeom.side1;
609 newcontact.geom.side2 = contactGeom.side2;
610
611 // this needs bounce also
612 newcontact.surface.mode = comumContactFlags;
613 newcontact.surface.mu = mu;
614 newcontact.surface.bounce = bounce;
615 newcontact.surface.soft_cfm = cfm;
616 newcontact.surface.soft_erp = erp;
617
618 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
619 Marshal.StructureToPtr(newcontact, contact, true);
620 return d.JointCreateContactPtr(world, contactgroup, contact);
621 }
622
623
624
625 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
626 {
627 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
628 return false;
629
630 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
631 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
632 return true;
633 }
634
635 /// <summary>
636 /// This is our near callback. A geometry is near a body
637 /// </summary>
638 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
639 /// <param name="g1">a geometry or space</param>
640 /// <param name="g2">another geometry or space</param>
641 ///
642
643 private void near(IntPtr space, IntPtr g1, IntPtr g2)
644 {
645 // no lock here! It's invoked from within Simulate(), which is thread-locked
646
647 if (m_global_contactcount >= maxContactsbeforedeath)
648 return;
649
650 // Test if we're colliding a geom with a space.
651 // If so we have to drill down into the space recursively
652
653 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
654 return;
655
656 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
657 {
658 // We'll be calling near recursivly if one
659 // of them is a space to find all of the
660 // contact points in the space
661 try
662 {
663 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
664 }
665 catch (AccessViolationException)
666 {
667 m_log.Warn("[PHYSICS]: Unable to collide test a space");
668 return;
669 }
670 //here one should check collisions of geoms inside a space
671 // but on each space we only should have geoms that not colide amoung each other
672 // so we don't dig inside spaces
673 return;
674 }
675
676 // get geom bodies to check if we already a joint contact
677 // guess this shouldn't happen now
678 IntPtr b1 = d.GeomGetBody(g1);
679 IntPtr b2 = d.GeomGetBody(g2);
680
681 // d.GeomClassID id = d.GeomGetClass(g1);
682
683 // Figure out how many contact points we have
684 int count = 0;
685 try
686 {
687 // Colliding Geom To Geom
688 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
689
690 if (g1 == g2)
691 return; // Can't collide with yourself
692
693 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
694 return;
695
696 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
697 }
698 catch (SEHException)
699 {
700 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.");
701// ode.drelease(world);
702 base.TriggerPhysicsBasedRestart();
703 }
704 catch (Exception e)
705 {
706 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
707 return;
708 }
709
710 // id contacts done
711 if (count == 0)
712 return;
713
714 // try get physical actors
715 PhysicsActor p1;
716 PhysicsActor p2;
717
718 if (!actor_name_map.TryGetValue(g1, out p1))
719 {
720 p1 = PANull;
721 }
722
723 if (!actor_name_map.TryGetValue(g2, out p2))
724 {
725 p2 = PANull;
726 }
727
728 // update actors collision score
729 if (p1.CollisionScore >= float.MaxValue - count)
730 p1.CollisionScore = 0;
731 p1.CollisionScore += count;
732
733 if (p2.CollisionScore >= float.MaxValue - count)
734 p2.CollisionScore = 0;
735 p2.CollisionScore += count;
736
737
738 // get first contact
739 d.ContactGeom curContact = new d.ContactGeom();
740 if (!GetCurContactGeom(0, ref curContact))
741 return;
742 // for now it's the one with max depth
743 ContactPoint maxDepthContact = new ContactPoint(
744 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
745 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
746 curContact.depth
747 );
748 // do volume detection case
749 if (
750 (p1.IsVolumeDtc || p2.IsVolumeDtc))
751 {
752 collision_accounting_events(p1, p2, maxDepthContact);
753 return;
754 }
755
756 // big messy collision analises
757
758 Vector3 normoverride = Vector3.Zero; //damm c#
759
760 float mu = 0;
761 float bounce = 0;
762 float cfm = 0.0001f;
763 float erpscale = 1.0f;
764 float dscale = 1.0f;
765 bool IgnoreNegSides = false;
766
767 ContactData contactdata1 = new ContactData(0, 0, false);
768 ContactData contactdata2 = new ContactData(0, 0, false);
769
770 String name = null;
771 bool dop1foot = false;
772 bool dop2foot = false;
773 bool ignore = false;
774 bool AvanormOverride = false;
775
776 switch (p1.PhysicsActorType)
777 {
778 case (int)ActorTypes.Agent:
779 {
780 AvanormOverride = true;
781 Vector3 tmp = p2.Position - p1.Position;
782 normoverride = p2.Velocity - p1.Velocity;
783 mu = normoverride.LengthSquared();
784
785 if (mu > 1e-6)
786 {
787 mu = 1.0f / (float)Math.Sqrt(mu);
788 normoverride *= mu;
789 mu = Vector3.Dot(tmp, normoverride);
790 if (mu > 0)
791 normoverride *= -1;
792 }
793 else
794 {
795 tmp.Normalize();
796 normoverride = -tmp;
797 }
798
799 switch (p2.PhysicsActorType)
800 {
801 case (int)ActorTypes.Agent:
802/*
803 p1.getContactData(ref contactdata1);
804 p2.getContactData(ref contactdata2);
805
806 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
807
808 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
809 mu *= frictionMovementMult;
810*/
811 p1.CollidingObj = true;
812 p2.CollidingObj = true;
813 break;
814 case (int)ActorTypes.Prim:
815/*
816 p1.getContactData(ref contactdata1);
817 p2.getContactData(ref contactdata2);
818
819
820 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
821
822 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
823 mu *= frictionMovementMult;
824 */
825 if (p2.Velocity.LengthSquared() > 0.0f)
826 p2.CollidingObj = true;
827
828 dop1foot = true;
829 break;
830 default:
831 ignore = true; // avatar to terrain and water ignored
832 break;
833 }
834 break;
835 }
836
837 case (int)ActorTypes.Prim:
838 switch (p2.PhysicsActorType)
839 {
840 case (int)ActorTypes.Agent:
841 // p1.getContactData(ref contactdata1);
842 // p2.getContactData(ref contactdata2);
843
844 AvanormOverride = true;
845
846 Vector3 tmp = p2.Position - p1.Position;
847 normoverride = p2.Velocity - p1.Velocity;
848 mu = normoverride.LengthSquared();
849 if (mu > 1e-6)
850 {
851 mu = 1.0f / (float)Math.Sqrt(mu);
852 normoverride *= mu;
853 mu = Vector3.Dot(tmp, normoverride);
854 if (mu > 0)
855 normoverride *= -1;
856 }
857 else
858 {
859 tmp.Normalize();
860 normoverride = -tmp;
861 }
862
863 bounce = 0;
864 mu = 0;
865 cfm = 0.0001f;
866 /*
867 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
868
869 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
870 mu *= frictionMovementMult;
871 */
872 dop2foot = true;
873 if (p1.Velocity.LengthSquared() > 0.0f)
874 p1.CollidingObj = true;
875 break;
876 case (int)ActorTypes.Prim:
877 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
878 {
879 p1.CollidingObj = true;
880 p2.CollidingObj = true;
881 }
882 p1.getContactData(ref contactdata1);
883 p2.getContactData(ref contactdata2);
884 bounce = contactdata1.bounce * contactdata2.bounce;
885 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
886
887 cfm = p1.Mass;
888 if (cfm > p2.Mass)
889 cfm = p2.Mass;
890 dscale = 10 / cfm;
891 dscale = (float)Math.Sqrt(dscale);
892 if (dscale > 1.0f)
893 dscale = 1.0f;
894 erpscale = cfm * 0.01f;
895 cfm = 0.0001f / cfm;
896 if (cfm > 0.01f)
897 cfm = 0.01f;
898
899 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
900 mu *= frictionMovementMult;
901
902 break;
903 default:
904 if (geom_name_map.TryGetValue(g2, out name))
905 {
906 if (name == "Terrain")
907 {
908 p1.getContactData(ref contactdata1);
909 bounce = contactdata1.bounce * TerrainBounce;
910 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
911 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
912 mu *= frictionMovementMult;
913 p1.CollidingGround = true;
914
915 cfm = p1.Mass;
916 dscale = 10 / cfm;
917 dscale = (float)Math.Sqrt(dscale);
918 if (dscale > 1.0f)
919 dscale = 1.0f;
920 erpscale = cfm * 0.01f;
921 cfm = 0.0001f / cfm;
922 if (cfm > 0.01f)
923 cfm = 0.01f;
924
925 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
926 {
927 if (curContact.side1 > 0)
928 IgnoreNegSides = true;
929 }
930
931 }
932 else if (name == "Water")
933 {
934 ignore = true;
935 }
936 }
937 else
938 ignore = true;
939 break;
940 }
941 break;
942
943 default:
944 if (geom_name_map.TryGetValue(g1, out name))
945 {
946 if (name == "Terrain")
947 {
948 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
949 {
950 p2.CollidingGround = true;
951 p2.getContactData(ref contactdata2);
952 bounce = contactdata2.bounce * TerrainBounce;
953 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
954
955 cfm = p2.Mass;
956 dscale = 10 / cfm;
957 dscale = (float)Math.Sqrt(dscale);
958
959 if (dscale > 1.0f)
960 dscale = 1.0f;
961
962 erpscale = cfm * 0.01f;
963 cfm = 0.0001f / cfm;
964 if (cfm > 0.01f)
965 cfm = 0.01f;
966
967 if (curContact.side1 > 0) // should be 2 ?
968 IgnoreNegSides = true;
969
970 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
971 mu *= frictionMovementMult;
972 }
973 else
974 ignore = true;
975
976 }
977 else if (name == "Water" &&
978 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
979 {
980 ignore = true;
981 }
982 }
983 else
984 ignore = true;
985 break;
986 }
987
988 if (ignore)
989 return;
990
991 IntPtr Joint;
992
993 int i = 0;
994 while(true)
995 {
996
997 if (IgnoreNegSides && curContact.side1 < 0)
998 {
999 if (++i >= count)
1000 break;
1001
1002 if (!GetCurContactGeom(i, ref curContact))
1003 break;
1004 }
1005 else
1006
1007 {
1008 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1009 p1.IsColliding = true;
1010 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1011 p2.IsColliding = true;
1012
1013 if (AvanormOverride && curContact.depth > 0.3f)
1014 {
1015 curContact.normal.X = normoverride.X;
1016 curContact.normal.Y = normoverride.Y;
1017 curContact.normal.Z = normoverride.Z;
1018 }
1019
1020 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1021 d.JointAttach(Joint, b1, b2);
1022
1023 if (++m_global_contactcount >= maxContactsbeforedeath)
1024 break;
1025
1026 if (++i >= count)
1027 break;
1028
1029 if (!GetCurContactGeom(i, ref curContact))
1030 break;
1031
1032 if (curContact.depth > maxDepthContact.PenetrationDepth)
1033 {
1034 maxDepthContact.Position.X = curContact.pos.X;
1035 maxDepthContact.Position.Y = curContact.pos.Y;
1036 maxDepthContact.Position.Z = curContact.pos.Z;
1037 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1038 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1039 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1040 maxDepthContact.PenetrationDepth = curContact.depth;
1041 }
1042 }
1043 }
1044
1045 collision_accounting_events(p1, p2, maxDepthContact);
1046
1047/*
1048 if (notskipedcount > geomContactPointsStartthrottle)
1049 {
1050 // If there are more then 3 contact points, it's likely
1051 // that we've got a pile of objects, so ...
1052 // We don't want to send out hundreds of terse updates over and over again
1053 // so lets throttle them and send them again after it's somewhat sorted out.
1054 this needs checking so out for now
1055 if (b1 != IntPtr.Zero)
1056 p1.ThrottleUpdates = true;
1057 if (b2 != IntPtr.Zero)
1058 p2.ThrottleUpdates = true;
1059
1060 }
1061 */
1062 }
1063
1064 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1065 {
1066 obj2LocalID = 0;
1067 bool p1events = p1.SubscribedEvents();
1068 bool p2events = p2.SubscribedEvents();
1069
1070 if (p1.IsVolumeDtc)
1071 p2events = false;
1072 if (p2.IsVolumeDtc)
1073 p1events = false;
1074
1075 if (!(p2events || p1events))
1076 return;
1077
1078 switch ((ActorTypes)p1.PhysicsActorType)
1079 {
1080 case ActorTypes.Agent:
1081 cc1 = (OdeCharacter)p1;
1082 switch ((ActorTypes)p2.PhysicsActorType)
1083 {
1084 case ActorTypes.Agent:
1085 cc2 = (OdeCharacter)p2;
1086 obj2LocalID = cc2.m_localID;
1087 if (p2events)
1088 cc2.AddCollisionEvent(cc1.m_localID, contact);
1089 break;
1090
1091 case ActorTypes.Prim:
1092 if (p2 is OdePrim)
1093 {
1094 cp2 = (OdePrim)p2;
1095 obj2LocalID = cp2.m_localID;
1096 if (p2events)
1097 cp2.AddCollisionEvent(cc1.m_localID, contact);
1098 }
1099 break;
1100
1101 case ActorTypes.Ground:
1102 case ActorTypes.Unknown:
1103 default:
1104 obj2LocalID = 0;
1105 break;
1106 }
1107 if (p1events)
1108 {
1109 contact.SurfaceNormal = -contact.SurfaceNormal;
1110 cc1.AddCollisionEvent(obj2LocalID, contact);
1111 }
1112 break;
1113
1114 case ActorTypes.Prim:
1115
1116 if (p1 is OdePrim)
1117 {
1118 cp1 = (OdePrim)p1;
1119
1120 // obj1LocalID = cp2.m_localID;
1121 switch ((ActorTypes)p2.PhysicsActorType)
1122 {
1123 case ActorTypes.Agent:
1124 if (p2 is OdeCharacter)
1125 {
1126 cc2 = (OdeCharacter)p2;
1127 obj2LocalID = cc2.m_localID;
1128 if (p2events)
1129 cc2.AddCollisionEvent(cp1.m_localID, contact);
1130 }
1131 break;
1132 case ActorTypes.Prim:
1133
1134 if (p2 is OdePrim)
1135 {
1136 cp2 = (OdePrim)p2;
1137 obj2LocalID = cp2.m_localID;
1138 if (p2events)
1139 cp2.AddCollisionEvent(cp1.m_localID, contact);
1140 }
1141 break;
1142
1143 case ActorTypes.Ground:
1144 case ActorTypes.Unknown:
1145 default:
1146 obj2LocalID = 0;
1147 break;
1148 }
1149 if (p1events)
1150 {
1151 contact.SurfaceNormal = -contact.SurfaceNormal;
1152 cp1.AddCollisionEvent(obj2LocalID, contact);
1153 }
1154 }
1155 break;
1156 }
1157 }
1158
1159 /// <summary>
1160 /// This is our collision testing routine in ODE
1161 /// </summary>
1162 /// <param name="timeStep"></param>
1163 private void collision_optimized()
1164 {
1165 lock (_characters)
1166 {
1167 try
1168 {
1169 foreach (OdeCharacter chr in _characters)
1170 {
1171 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1172 continue;
1173
1174 chr.IsColliding = false;
1175 // chr.CollidingGround = false; not done here
1176 chr.CollidingObj = false;
1177 // do colisions with static space
1178 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1179 }
1180 }
1181 catch (AccessViolationException)
1182 {
1183 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1184 }
1185
1186 }
1187
1188 lock (_activeprims)
1189 {
1190 foreach (OdePrim aprim in _activeprims)
1191 {
1192 aprim.CollisionScore = 0;
1193 aprim.IsColliding = false;
1194 }
1195 }
1196
1197 // collide active prims with static enviroment
1198 lock (_activegroups)
1199 {
1200 try
1201 {
1202 foreach (OdePrim prm in _activegroups)
1203 {
1204 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1205 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1206 }
1207 }
1208 catch (AccessViolationException)
1209 {
1210 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1211 }
1212 }
1213 // finally colide active things amoung them
1214 try
1215 {
1216 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1217 }
1218 catch (AccessViolationException)
1219 {
1220 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1221 }
1222// _perloopContact.Clear();
1223 }
1224
1225 #endregion
1226
1227
1228
1229 /// <summary>
1230 /// Add actor to the list that should receive collision events in the simulate loop.
1231 /// </summary>
1232 /// <param name="obj"></param>
1233 public void AddCollisionEventReporting(PhysicsActor obj)
1234 {
1235 lock (_collisionEventPrim)
1236 {
1237 if (!_collisionEventPrim.Contains(obj))
1238 _collisionEventPrim.Add(obj);
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Remove actor from the list that should receive collision events in the simulate loop.
1244 /// </summary>
1245 /// <param name="obj"></param>
1246 public void RemoveCollisionEventReporting(PhysicsActor obj)
1247 {
1248 lock (_collisionEventPrim)
1249 {
1250 if (_collisionEventPrim.Contains(obj))
1251 _collisionEventPrim.Remove(obj);
1252 }
1253 }
1254
1255 #region Add/Remove Entities
1256
1257 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1258 {
1259 Vector3 pos;
1260 pos.X = position.X;
1261 pos.Y = position.Y;
1262 pos.Z = position.Z;
1263 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1264 newAv.Flying = isFlying;
1265 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1266
1267 return newAv;
1268 }
1269
1270 public void AddCharacter(OdeCharacter chr)
1271 {
1272 lock (_characters)
1273 {
1274 if (!_characters.Contains(chr))
1275 {
1276 _characters.Add(chr);
1277 if (chr.bad)
1278 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1279 }
1280 }
1281 }
1282
1283 public void RemoveCharacter(OdeCharacter chr)
1284 {
1285 lock (_characters)
1286 {
1287 if (_characters.Contains(chr))
1288 {
1289 _characters.Remove(chr);
1290 }
1291 }
1292 }
1293
1294 public void BadCharacter(OdeCharacter chr)
1295 {
1296 lock (_badCharacter)
1297 {
1298 if (!_badCharacter.Contains(chr))
1299 _badCharacter.Add(chr);
1300 }
1301 }
1302
1303 public override void RemoveAvatar(PhysicsActor actor)
1304 {
1305 //m_log.Debug("[PHYSICS]:ODELOCK");
1306 ((OdeCharacter) actor).Destroy();
1307 }
1308
1309 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1310 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1311 {
1312 Vector3 pos = position;
1313 Vector3 siz = size;
1314 Quaternion rot = rotation;
1315
1316 OdePrim newPrim;
1317 lock (OdeLock)
1318 {
1319 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1320
1321 lock (_prims)
1322 _prims.Add(newPrim);
1323 }
1324 return newPrim;
1325 }
1326
1327 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1328 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1329 {
1330 Vector3 pos = position;
1331 Vector3 siz = size;
1332 Quaternion rot = rotation;
1333
1334 OdePrim newPrim;
1335 lock (OdeLock)
1336 {
1337 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1338
1339 lock (_prims)
1340 _prims.Add(newPrim);
1341 }
1342 return newPrim;
1343 }
1344
1345 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1346 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1347 {
1348 Vector3 pos = position;
1349 Vector3 siz = size;
1350 Quaternion rot = rotation;
1351
1352 OdePrim newPrim;
1353 lock (OdeLock)
1354 {
1355 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1356
1357 lock (_prims)
1358 _prims.Add(newPrim);
1359 }
1360 return newPrim;
1361 }
1362
1363 public void addActivePrim(OdePrim activatePrim)
1364 {
1365 // adds active prim..
1366 lock (_activeprims)
1367 {
1368 if (!_activeprims.Contains(activatePrim))
1369 _activeprims.Add(activatePrim);
1370 }
1371 }
1372
1373 public void addActiveGroups(OdePrim activatePrim)
1374 {
1375 lock (_activegroups)
1376 {
1377 if (!_activegroups.Contains(activatePrim))
1378 _activegroups.Add(activatePrim);
1379 }
1380 }
1381
1382 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1383 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1384 {
1385 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1386 }
1387
1388
1389 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1390 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1391 {
1392#if SPAM
1393 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1394#endif
1395
1396 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1397 }
1398
1399 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1400 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1401 {
1402#if SPAM
1403 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1404#endif
1405
1406 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1407 }
1408
1409 public override float TimeDilation
1410 {
1411 get { return m_timeDilation; }
1412 }
1413
1414 public override bool SupportsNINJAJoints
1415 {
1416 get { return false; }
1417 }
1418
1419
1420 public void remActivePrim(OdePrim deactivatePrim)
1421 {
1422 lock (_activeprims)
1423 {
1424 _activeprims.Remove(deactivatePrim);
1425 }
1426 }
1427 public void remActiveGroup(OdePrim deactivatePrim)
1428 {
1429 lock (_activegroups)
1430 {
1431 _activegroups.Remove(deactivatePrim);
1432 }
1433 }
1434
1435 public override void RemovePrim(PhysicsActor prim)
1436 {
1437 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1438 // removed in the next physics simulate pass.
1439 if (prim is OdePrim)
1440 {
1441// lock (OdeLock)
1442 {
1443 OdePrim p = (OdePrim)prim;
1444 p.setPrimForRemoval();
1445 }
1446 }
1447 }
1448 /// <summary>
1449 /// This is called from within simulate but outside the locked portion
1450 /// We need to do our own locking here
1451 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1452 /// Simulate() -- justincc).
1453 ///
1454 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1455 ///
1456 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1457 /// that the space was using.
1458 /// </summary>
1459 /// <param name="prim"></param>
1460 public void RemovePrimThreadLocked(OdePrim prim)
1461 {
1462 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1463 lock (prim)
1464 {
1465 RemoveCollisionEventReporting(prim);
1466 lock (_prims)
1467 _prims.Remove(prim);
1468 }
1469
1470 }
1471 #endregion
1472
1473 #region Space Separation Calculation
1474
1475 /// <summary>
1476 /// Called when a static prim moves or becomes static
1477 /// Places the prim in a space one the static sub-spaces grid
1478 /// </summary>
1479 /// <param name="geom">the pointer to the geom that moved</param>
1480 /// <param name="pos">the position that the geom moved to</param>
1481 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1482 /// <returns>a pointer to the new space it's in</returns>
1483 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1484 {
1485 // moves a prim into another static sub-space or from another space into a static sub-space
1486
1487 // Called ODEPrim so
1488 // it's already in locked space.
1489
1490 if (geom == IntPtr.Zero) // shouldn't happen
1491 return IntPtr.Zero;
1492
1493 // get the static sub-space for current position
1494 IntPtr newspace = calculateSpaceForGeom(pos);
1495
1496 if (newspace == currentspace) // if we are there all done
1497 return newspace;
1498
1499 // else remove it from its current space
1500 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1501 {
1502 if (d.GeomIsSpace(currentspace))
1503 {
1504 waitForSpaceUnlock(currentspace);
1505 d.SpaceRemove(currentspace, geom);
1506
1507 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1508 {
1509 d.SpaceDestroy(currentspace);
1510 }
1511 }
1512 else
1513 {
1514 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1515 " Geom:" + geom);
1516 }
1517 }
1518 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1519 {
1520 currentspace = d.GeomGetSpace(geom);
1521 if (currentspace != IntPtr.Zero)
1522 {
1523 if (d.GeomIsSpace(currentspace))
1524 {
1525 waitForSpaceUnlock(currentspace);
1526 d.SpaceRemove(currentspace, geom);
1527
1528 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1529 {
1530 d.SpaceDestroy(currentspace);
1531 }
1532
1533 }
1534 }
1535 }
1536
1537 // put the geom in the newspace
1538 waitForSpaceUnlock(newspace);
1539 d.SpaceAdd(newspace, geom);
1540
1541 // let caller know this newspace
1542 return newspace;
1543 }
1544
1545 /// <summary>
1546 /// Calculates the space the prim should be in by its position
1547 /// </summary>
1548 /// <param name="pos"></param>
1549 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1550 public IntPtr calculateSpaceForGeom(Vector3 pos)
1551 {
1552 int x, y;
1553 x = (int)(pos.X * spacesPerMeter);
1554 if (x < 0)
1555 x = 0;
1556 else if (x > spaceGridMaxX)
1557 x = spaceGridMaxX;
1558
1559 y = (int)(pos.Y * spacesPerMeter);
1560 if (y < 0)
1561 y = 0;
1562 else if (y >spaceGridMaxY)
1563 y = spaceGridMaxY;
1564
1565 IntPtr tmpSpace = staticPrimspace[x, y];
1566 return tmpSpace;
1567 }
1568
1569 #endregion
1570
1571 /// <summary>
1572 /// Routine to figure out if we need to mesh this prim with our mesher
1573 /// </summary>
1574 /// <param name="pbs"></param>
1575 /// <returns></returns>
1576 public bool needsMeshing(PrimitiveBaseShape pbs)
1577 {
1578 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1579 // but we still need to check for sculptie meshing being enabled so this is the most
1580 // convenient place to do it for now...
1581
1582 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1583 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1584 int iPropertiesNotSupportedDefault = 0;
1585
1586 if (pbs.SculptEntry)
1587 {
1588 if(!meshSculptedPrim)
1589 return false;
1590 }
1591
1592 // 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
1593 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1594 {
1595 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1596 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1597 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1598 {
1599
1600 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1601 && pbs.ProfileHollow == 0
1602 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1603 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1604 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1605 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1606 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1607 {
1608#if SPAM
1609 m_log.Warn("NonMesh");
1610#endif
1611 return false;
1612 }
1613 }
1614 }
1615
1616 // following code doesn't give meshs to boxes and spheres ever
1617 // and it's odd.. so for now just return true if asked to force meshs
1618 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1619
1620 if (forceSimplePrimMeshing)
1621 return true;
1622
1623 if (pbs.ProfileHollow != 0)
1624 iPropertiesNotSupportedDefault++;
1625
1626 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1627 iPropertiesNotSupportedDefault++;
1628
1629 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1630 iPropertiesNotSupportedDefault++;
1631
1632 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1633 iPropertiesNotSupportedDefault++;
1634
1635 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1636 iPropertiesNotSupportedDefault++;
1637
1638 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1639 iPropertiesNotSupportedDefault++;
1640
1641 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1642 iPropertiesNotSupportedDefault++;
1643
1644 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))
1645 iPropertiesNotSupportedDefault++;
1646
1647 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1648 iPropertiesNotSupportedDefault++;
1649
1650 // test for torus
1651 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1652 {
1653 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1654 {
1655 iPropertiesNotSupportedDefault++;
1656 }
1657 }
1658 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1659 {
1660 if (pbs.PathCurve == (byte)Extrusion.Straight)
1661 {
1662 iPropertiesNotSupportedDefault++;
1663 }
1664
1665 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1666 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1667 {
1668 iPropertiesNotSupportedDefault++;
1669 }
1670 }
1671 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1672 {
1673 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1674 {
1675 iPropertiesNotSupportedDefault++;
1676 }
1677 }
1678 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1679 {
1680 if (pbs.PathCurve == (byte)Extrusion.Straight)
1681 {
1682 iPropertiesNotSupportedDefault++;
1683 }
1684 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1685 {
1686 iPropertiesNotSupportedDefault++;
1687 }
1688 }
1689
1690 if (pbs.SculptEntry && meshSculptedPrim)
1691 iPropertiesNotSupportedDefault++;
1692
1693 if (iPropertiesNotSupportedDefault == 0)
1694 {
1695#if SPAM
1696 m_log.Warn("NonMesh");
1697#endif
1698 return false;
1699 }
1700#if SPAM
1701 m_log.Debug("Mesh");
1702#endif
1703 return true;
1704 }
1705
1706 /// <summary>
1707 /// Called to queue a change to a actor
1708 /// to use in place of old taint mechanism so changes do have a time sequence
1709 /// </summary>
1710
1711 public void AddChange(PhysicsActor actor, changes what, Object arg)
1712 {
1713 ODEchangeitem item = new ODEchangeitem();
1714 item.actor = actor;
1715 item.what = what;
1716 item.arg = arg;
1717 ChangesQueue.Enqueue(item);
1718 }
1719
1720 /// <summary>
1721 /// Called after our prim properties are set Scale, position etc.
1722 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1723 /// This assures us that we have no race conditions
1724 /// </summary>
1725 /// <param name="prim"></param>
1726 public override void AddPhysicsActorTaint(PhysicsActor prim)
1727 {
1728 }
1729
1730 /// <summary>
1731 /// This is our main simulate loop
1732 /// It's thread locked by a Mutex in the scene.
1733 /// It holds Collisions, it instructs ODE to step through the physical reactions
1734 /// It moves the objects around in memory
1735 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1736 /// </summary>
1737 /// <param name="timeStep"></param>
1738 /// <returns></returns>
1739 public override float Simulate(float timeStep)
1740 {
1741
1742 DateTime now = DateTime.UtcNow;
1743 TimeSpan SinceLastFrame = now - m_lastframe;
1744 m_lastframe = now;
1745 timeStep = (float)SinceLastFrame.TotalSeconds;
1746
1747 // acumulate time so we can reduce error
1748 step_time += timeStep;
1749
1750 if (step_time < HalfOdeStep)
1751 return 0;
1752
1753 if (framecount < 0)
1754 framecount = 0;
1755
1756 framecount++;
1757
1758 int curphysiteractions;
1759
1760 // if in trouble reduce step resolution
1761 if (step_time >= m_SkipFramesAtms)
1762 curphysiteractions = m_physicsiterations / 2;
1763 else
1764 curphysiteractions = m_physicsiterations;
1765
1766 int nodeframes = 0;
1767
1768// checkThread();
1769
1770 lock (SimulationLock)
1771 lock(OdeLock)
1772 {
1773 // adjust number of iterations per step
1774 try
1775 {
1776 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1777 }
1778 catch (StackOverflowException)
1779 {
1780 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1781// ode.drelease(world);
1782 base.TriggerPhysicsBasedRestart();
1783 }
1784
1785 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1786 {
1787 try
1788 {
1789 // clear pointer/counter to contacts to pass into joints
1790 m_global_contactcount = 0;
1791
1792 ODEchangeitem item;
1793
1794 if(ChangesQueue.Count >0)
1795 {
1796 int ttmpstart = Util.EnvironmentTickCount();
1797 int ttmp;
1798 int ttmp2;
1799
1800 while(ChangesQueue.Dequeue(out item))
1801 {
1802 if (item.actor != null)
1803 {
1804 try
1805 {
1806 if (item.actor is OdeCharacter)
1807 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1808 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1809 RemovePrimThreadLocked((OdePrim)item.actor);
1810 }
1811 catch
1812 {
1813 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1814 };
1815 }
1816 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1817 if (ttmp > 20)
1818 break;
1819 }
1820
1821 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1822 if (ttmp2 > 50)
1823 ttmp2 = 0;
1824
1825 }
1826
1827 // Move characters
1828 lock (_characters)
1829 {
1830 List<OdeCharacter> defects = new List<OdeCharacter>();
1831 foreach (OdeCharacter actor in _characters)
1832 {
1833 if (actor != null)
1834 actor.Move(ODE_STEPSIZE, defects);
1835 }
1836 if (defects.Count != 0)
1837 {
1838 foreach (OdeCharacter defect in defects)
1839 {
1840 RemoveCharacter(defect);
1841 }
1842 }
1843 }
1844
1845 // Move other active objects
1846 lock (_activegroups)
1847 {
1848 foreach (OdePrim aprim in _activegroups)
1849 {
1850 aprim.Move();
1851 }
1852 }
1853
1854 //if ((framecount % m_randomizeWater) == 0)
1855 // randomizeWater(waterlevel);
1856
1857 m_rayCastManager.ProcessQueuedRequests();
1858
1859 collision_optimized();
1860
1861 lock (_collisionEventPrim)
1862 {
1863 foreach (PhysicsActor obj in _collisionEventPrim)
1864 {
1865 if (obj == null)
1866 continue;
1867
1868 switch ((ActorTypes)obj.PhysicsActorType)
1869 {
1870 case ActorTypes.Agent:
1871 OdeCharacter cobj = (OdeCharacter)obj;
1872 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1873 cobj.SendCollisions();
1874 break;
1875
1876 case ActorTypes.Prim:
1877 OdePrim pobj = (OdePrim)obj;
1878 pobj.SendCollisions();
1879 break;
1880 }
1881 }
1882 }
1883
1884 // do a ode simulation step
1885 d.WorldQuickStep(world, ODE_STEPSIZE);
1886 d.JointGroupEmpty(contactgroup);
1887
1888 // update managed ideia of physical data and do updates to core
1889 /*
1890 lock (_characters)
1891 {
1892 foreach (OdeCharacter actor in _characters)
1893 {
1894 if (actor != null)
1895 {
1896 if (actor.bad)
1897 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1898
1899 actor.UpdatePositionAndVelocity();
1900 }
1901 }
1902 }
1903 */
1904
1905 lock (_activegroups)
1906 {
1907 {
1908 foreach (OdePrim actor in _activegroups)
1909 {
1910 if (actor.IsPhysical)
1911 {
1912 actor.UpdatePositionAndVelocity();
1913 }
1914 }
1915 }
1916 }
1917 }
1918 catch (Exception e)
1919 {
1920 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1921// ode.dunlock(world);
1922 }
1923
1924
1925 step_time -= ODE_STEPSIZE;
1926 nodeframes++;
1927 }
1928
1929 lock (_badCharacter)
1930 {
1931 if (_badCharacter.Count > 0)
1932 {
1933 foreach (OdeCharacter chr in _badCharacter)
1934 {
1935 RemoveCharacter(chr);
1936 }
1937
1938 _badCharacter.Clear();
1939 }
1940 }
1941
1942 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1943 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1944 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1945 int nbodies = d.NTotalBodies;
1946 int ngeoms = d.NTotalGeoms;
1947
1948 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1949 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1950 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1951 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1952 {
1953 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1954 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1955
1956 if (physics_logging_append_existing_logfile)
1957 {
1958 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1959 TextWriter fwriter = File.AppendText(fname);
1960 fwriter.WriteLine(header);
1961 fwriter.Close();
1962 }
1963
1964 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1965 }
1966
1967 // think time dilation as to do with dinamic step size that we dont' have
1968 // even so tell something to world
1969 if (nodeframes < 10) // we did the requested loops
1970 m_timeDilation = 1.0f;
1971 else if (step_time > 0)
1972 {
1973 m_timeDilation = timeStep / step_time;
1974 if (m_timeDilation > 1)
1975 m_timeDilation = 1;
1976 if (step_time > m_SkipFramesAtms)
1977 step_time = 0;
1978 }
1979 }
1980
1981// return nodeframes * ODE_STEPSIZE; // return real simulated time
1982 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1983 }
1984
1985 /// <summary>
1986 public override void GetResults()
1987 {
1988 }
1989
1990 public override bool IsThreaded
1991 {
1992 // for now we won't be multithreaded
1993 get { return (false); }
1994 }
1995
1996 public float GetTerrainHeightAtXY(float x, float y)
1997 {
1998
1999
2000 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2001 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2002
2003
2004 IntPtr heightFieldGeom = IntPtr.Zero;
2005
2006 // get region map
2007 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2008 return 0f;
2009
2010 if (heightFieldGeom == IntPtr.Zero)
2011 return 0f;
2012
2013 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2014 return 0f;
2015
2016 // TerrainHeightField for ODE as offset 1m
2017 x += 1f - offsetX;
2018 y += 1f - offsetY;
2019
2020 // make position fit into array
2021 if (x < 0)
2022 x = 0;
2023 if (y < 0)
2024 y = 0;
2025
2026 // integer indexs
2027 int ix;
2028 int iy;
2029 // interpolators offset
2030 float dx;
2031 float dy;
2032
2033 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2034
2035 if (OdeUbitLib)
2036 {
2037 if (x < regsize - 1)
2038 {
2039 ix = (int)x;
2040 dx = x - (float)ix;
2041 }
2042 else // out world use external height
2043 {
2044 ix = regsize - 2;
2045 dx = 0;
2046 }
2047 if (y < regsize - 1)
2048 {
2049 iy = (int)y;
2050 dy = y - (float)iy;
2051 }
2052 else
2053 {
2054 iy = regsize - 2;
2055 dy = 0;
2056 }
2057 }
2058
2059 else
2060 {
2061 // we still have square fixed size regions
2062 // also flip x and y because of how map is done for ODE fliped axis
2063 // so ix,iy,dx and dy are inter exchanged
2064 if (x < regsize - 1)
2065 {
2066 iy = (int)x;
2067 dy = x - (float)iy;
2068 }
2069 else // out world use external height
2070 {
2071 iy = regsize - 2;
2072 dy = 0;
2073 }
2074 if (y < regsize - 1)
2075 {
2076 ix = (int)y;
2077 dx = y - (float)ix;
2078 }
2079 else
2080 {
2081 ix = regsize - 2;
2082 dx = 0;
2083 }
2084 }
2085
2086 float h0;
2087 float h1;
2088 float h2;
2089
2090 iy *= regsize;
2091 iy += ix; // all indexes have iy + ix
2092
2093 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2094 /*
2095 if ((dx + dy) <= 1.0f)
2096 {
2097 h0 = ((float)heights[iy]); // 0,0 vertice
2098 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2099 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2100 }
2101 else
2102 {
2103 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2104 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2105 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2106 }
2107 */
2108 h0 = ((float)heights[iy]); // 0,0 vertice
2109
2110 if ((dy > dx))
2111 {
2112 iy += regsize;
2113 h2 = (float)heights[iy]; // 0,1 vertice
2114 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2115 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2116 }
2117 else
2118 {
2119 iy++;
2120 h2 = (float)heights[iy]; // vertice 1,0
2121 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2122 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2123 }
2124
2125 return h0 + h1 + h2;
2126 }
2127
2128
2129 public override void SetTerrain(float[] heightMap)
2130 {
2131 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2132 {
2133 if (m_parentScene is OdeScene)
2134 {
2135 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2136 }
2137 }
2138 else
2139 {
2140 SetTerrain(heightMap, m_worldOffset);
2141 }
2142 }
2143
2144 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2145 {
2146 SetTerrain(heightMap, pOffset);
2147 }
2148
2149 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2150 {
2151 if (OdeUbitLib)
2152 UbitSetTerrain(heightMap, pOffset);
2153 else
2154 OriSetTerrain(heightMap, pOffset);
2155 }
2156
2157 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2158 {
2159 // assumes 1m size grid and constante size square regions
2160 // needs to know about sims around in future
2161
2162 float[] _heightmap;
2163
2164 uint heightmapWidth = Constants.RegionSize + 2;
2165 uint heightmapHeight = Constants.RegionSize + 2;
2166
2167 uint heightmapWidthSamples = heightmapWidth + 1;
2168 uint heightmapHeightSamples = heightmapHeight + 1;
2169
2170 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2171
2172 const float scale = 1.0f;
2173 const float offset = 0.0f;
2174 const float thickness = 10f;
2175 const int wrap = 0;
2176
2177 uint regionsize = Constants.RegionSize;
2178
2179 float hfmin = float.MaxValue;
2180 float hfmax = float.MinValue;
2181 float val;
2182 uint xx;
2183 uint yy;
2184
2185 uint maxXXYY = regionsize - 1;
2186 // flipping map adding one margin all around so things don't fall in edges
2187
2188 uint xt = 0;
2189 xx = 0;
2190
2191 for (uint x = 0; x < heightmapWidthSamples; x++)
2192 {
2193 if (x > 1 && xx < maxXXYY)
2194 xx++;
2195 yy = 0;
2196 for (uint y = 0; y < heightmapHeightSamples; y++)
2197 {
2198 if (y > 1 && y < maxXXYY)
2199 yy += regionsize;
2200
2201 val = heightMap[yy + xx];
2202 if (val < 0.0f)
2203 val = 0.0f; // no neg terrain as in chode
2204 _heightmap[xt + y] = val;
2205
2206 if (hfmin > val)
2207 hfmin = val;
2208 if (hfmax < val)
2209 hfmax = val;
2210 }
2211 xt += heightmapHeightSamples;
2212 }
2213 lock (OdeLock)
2214 {
2215 IntPtr GroundGeom = IntPtr.Zero;
2216 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2217 {
2218 RegionTerrain.Remove(pOffset);
2219 if (GroundGeom != IntPtr.Zero)
2220 {
2221 d.GeomDestroy(GroundGeom);
2222
2223 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2224 {
2225 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2226 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2227 TerrainHeightFieldHeights.Remove(GroundGeom);
2228 }
2229 }
2230 }
2231 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2232
2233 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2234
2235 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2236 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2237 offset, thickness, wrap);
2238
2239 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2240 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2241 if (GroundGeom != IntPtr.Zero)
2242 {
2243 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2244 d.GeomSetCollideBits(GroundGeom, 0);
2245
2246 }
2247 geom_name_map[GroundGeom] = "Terrain";
2248
2249 d.Matrix3 R = new d.Matrix3();
2250
2251 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2252 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2253
2254
2255 q1 = q1 * q2;
2256
2257 Vector3 v3;
2258 float angle;
2259 q1.GetAxisAngle(out v3, out angle);
2260
2261 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2262 d.GeomSetRotation(GroundGeom, ref R);
2263 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2264 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2265// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2266 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2267 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2268
2269 }
2270 }
2271
2272 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2273 {
2274 // assumes 1m size grid and constante size square regions
2275 // needs to know about sims around in future
2276
2277 float[] _heightmap;
2278
2279 uint heightmapWidth = Constants.RegionSize + 2;
2280 uint heightmapHeight = Constants.RegionSize + 2;
2281
2282 uint heightmapWidthSamples = heightmapWidth + 1;
2283 uint heightmapHeightSamples = heightmapHeight + 1;
2284
2285 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2286
2287
2288 uint regionsize = Constants.RegionSize;
2289
2290 float hfmin = float.MaxValue;
2291// float hfmax = float.MinValue;
2292 float val;
2293
2294
2295 uint maxXXYY = regionsize - 1;
2296 // adding one margin all around so things don't fall in edges
2297
2298 uint xx;
2299 uint yy = 0;
2300 uint yt = 0;
2301
2302 for (uint y = 0; y < heightmapHeightSamples; y++)
2303 {
2304 if (y > 1 && y < maxXXYY)
2305 yy += regionsize;
2306 xx = 0;
2307 for (uint x = 0; x < heightmapWidthSamples; x++)
2308 {
2309 if (x > 1 && x < maxXXYY)
2310 xx++;
2311
2312 val = heightMap[yy + xx];
2313 if (val < 0.0f)
2314 val = 0.0f; // no neg terrain as in chode
2315 _heightmap[yt + x] = val;
2316
2317 if (hfmin > val)
2318 hfmin = val;
2319// if (hfmax < val)
2320// hfmax = val;
2321 }
2322 yt += heightmapWidthSamples;
2323 }
2324 lock (OdeLock)
2325 {
2326 IntPtr GroundGeom = IntPtr.Zero;
2327 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2328 {
2329 RegionTerrain.Remove(pOffset);
2330 if (GroundGeom != IntPtr.Zero)
2331 {
2332 d.GeomDestroy(GroundGeom);
2333
2334 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2335 {
2336 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2337 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2338 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2339 TerrainHeightFieldHeights.Remove(GroundGeom);
2340 }
2341 }
2342 }
2343 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2344
2345 const int wrap = 0;
2346 float thickness = hfmin;
2347 if (thickness < 0)
2348 thickness = 1;
2349
2350 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2351
2352 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2353 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2354 thickness, wrap);
2355
2356// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2357 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2358 if (GroundGeom != IntPtr.Zero)
2359 {
2360 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2361 d.GeomSetCollideBits(GroundGeom, 0);
2362
2363 }
2364 geom_name_map[GroundGeom] = "Terrain";
2365
2366 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2367 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2368 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2369 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2370 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2371 }
2372 }
2373
2374
2375 public override void DeleteTerrain()
2376 {
2377 }
2378
2379 public float GetWaterLevel()
2380 {
2381 return waterlevel;
2382 }
2383
2384 public override bool SupportsCombining()
2385 {
2386 return true;
2387 }
2388/*
2389 public override void UnCombine(PhysicsScene pScene)
2390 {
2391 IntPtr localGround = IntPtr.Zero;
2392// float[] localHeightfield;
2393 bool proceed = false;
2394 List<IntPtr> geomDestroyList = new List<IntPtr>();
2395
2396 lock (OdeLock)
2397 {
2398 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2399 {
2400 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2401 {
2402 if (geom == localGround)
2403 {
2404// localHeightfield = TerrainHeightFieldHeights[geom];
2405 proceed = true;
2406 }
2407 else
2408 {
2409 geomDestroyList.Add(geom);
2410 }
2411 }
2412
2413 if (proceed)
2414 {
2415 m_worldOffset = Vector3.Zero;
2416 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2417 m_parentScene = null;
2418
2419 foreach (IntPtr g in geomDestroyList)
2420 {
2421 // removingHeightField needs to be done or the garbage collector will
2422 // collect the terrain data before we tell ODE to destroy it causing
2423 // memory corruption
2424 if (TerrainHeightFieldHeights.ContainsKey(g))
2425 {
2426// float[] removingHeightField = TerrainHeightFieldHeights[g];
2427 TerrainHeightFieldHeights.Remove(g);
2428
2429 if (RegionTerrain.ContainsKey(g))
2430 {
2431 RegionTerrain.Remove(g);
2432 }
2433
2434 d.GeomDestroy(g);
2435 //removingHeightField = new float[0];
2436 }
2437 }
2438
2439 }
2440 else
2441 {
2442 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2443 }
2444 }
2445 }
2446 }
2447*/
2448 public override void SetWaterLevel(float baseheight)
2449 {
2450 waterlevel = baseheight;
2451 randomizeWater(waterlevel);
2452 }
2453
2454 public void randomizeWater(float baseheight)
2455 {
2456 const uint heightmapWidth = Constants.RegionSize + 2;
2457 const uint heightmapHeight = Constants.RegionSize + 2;
2458 const uint heightmapWidthSamples = heightmapWidth + 1;
2459 const uint heightmapHeightSamples = heightmapHeight + 1;
2460
2461 const float scale = 1.0f;
2462 const float offset = 0.0f;
2463 const int wrap = 0;
2464
2465 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2466
2467 float maxheigh = float.MinValue;
2468 float minheigh = float.MaxValue;
2469 float val;
2470 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2471 {
2472
2473 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2474 _watermap[i] = val;
2475 if (maxheigh < val)
2476 maxheigh = val;
2477 if (minheigh > val)
2478 minheigh = val;
2479 }
2480
2481 float thickness = minheigh;
2482
2483 lock (OdeLock)
2484 {
2485 if (WaterGeom != IntPtr.Zero)
2486 {
2487 d.GeomDestroy(WaterGeom);
2488 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2489 WaterGeom = IntPtr.Zero;
2490 WaterHeightmapData = IntPtr.Zero;
2491 if(WaterMapHandler.IsAllocated)
2492 WaterMapHandler.Free();
2493 }
2494
2495 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2496
2497 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2498
2499 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2500 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2501 offset, thickness, wrap);
2502 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2503 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2504 if (WaterGeom != IntPtr.Zero)
2505 {
2506 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2507 d.GeomSetCollideBits(WaterGeom, 0);
2508
2509 geom_name_map[WaterGeom] = "Water";
2510
2511 d.Matrix3 R = new d.Matrix3();
2512
2513 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2514 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2515
2516 q1 = q1 * q2;
2517 Vector3 v3;
2518 float angle;
2519 q1.GetAxisAngle(out v3, out angle);
2520
2521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2522 d.GeomSetRotation(WaterGeom, ref R);
2523 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2524 }
2525 }
2526 }
2527
2528 public override void Dispose()
2529 {
2530 m_rayCastManager.Dispose();
2531 m_rayCastManager = null;
2532
2533 lock (OdeLock)
2534 {
2535 lock (_prims)
2536 {
2537 foreach (OdePrim prm in _prims)
2538 {
2539 RemovePrim(prm);
2540 }
2541 }
2542
2543 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2544 {
2545 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2546 {
2547 if (gch.IsAllocated)
2548 gch.Free();
2549 }
2550 }
2551
2552 if (WaterGeom != IntPtr.Zero)
2553 {
2554 d.GeomDestroy(WaterGeom);
2555 WaterGeom = IntPtr.Zero;
2556 if (WaterHeightmapData != IntPtr.Zero)
2557 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2558 WaterHeightmapData = IntPtr.Zero;
2559
2560 if (WaterMapHandler.IsAllocated)
2561 WaterMapHandler.Free();
2562 }
2563
2564
2565 if (ContactgeomsArray != IntPtr.Zero)
2566 Marshal.FreeHGlobal(ContactgeomsArray);
2567 if (GlobalContactsArray != IntPtr.Zero)
2568 Marshal.FreeHGlobal(GlobalContactsArray);
2569
2570
2571 d.WorldDestroy(world);
2572 //d.CloseODE();
2573 }
2574 }
2575
2576 public override Dictionary<uint, float> GetTopColliders()
2577 {
2578 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2579 int cnt = 0;
2580 lock (_prims)
2581 {
2582 foreach (OdePrim prm in _prims)
2583 {
2584 if (prm.CollisionScore > 0)
2585 {
2586 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2587 cnt++;
2588 prm.CollisionScore = 0f;
2589 if (cnt > 25)
2590 {
2591 break;
2592 }
2593 }
2594 }
2595 }
2596 return returncolliders;
2597 }
2598
2599 public override bool SupportsRayCast()
2600 {
2601 return true;
2602 }
2603
2604 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2605 {
2606 if (retMethod != null)
2607 {
2608 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2609 }
2610 }
2611
2612 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2613 {
2614 if (retMethod != null)
2615 {
2616 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2617 }
2618 }
2619
2620 // don't like this
2621 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2622 {
2623 ContactResult[] ourResults = null;
2624 RayCallback retMethod = delegate(List<ContactResult> results)
2625 {
2626 ourResults = new ContactResult[results.Count];
2627 results.CopyTo(ourResults, 0);
2628 };
2629 int waitTime = 0;
2630 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2631 while (ourResults == null && waitTime < 1000)
2632 {
2633 Thread.Sleep(1);
2634 waitTime++;
2635 }
2636 if (ourResults == null)
2637 return new List<ContactResult>();
2638 return new List<ContactResult>(ourResults);
2639 }
2640
2641 public override bool SuportsRaycastWorldFiltered()
2642 {
2643 return true;
2644 }
2645
2646 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2647 {
2648 object SyncObject = new object();
2649 List<ContactResult> ourresults = new List<ContactResult>();
2650
2651 RayCallback retMethod = delegate(List<ContactResult> results)
2652 {
2653 lock (SyncObject)
2654 {
2655 ourresults = results;
2656 Monitor.PulseAll(SyncObject);
2657 }
2658 };
2659
2660 lock (SyncObject)
2661 {
2662 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2663 if (!Monitor.Wait(SyncObject, 500))
2664 return null;
2665 else
2666 return ourresults;
2667 }
2668 }
2669
2670 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2671 {
2672 if (retMethod != null && actor !=null)
2673 {
2674 IntPtr geom;
2675 if (actor is OdePrim)
2676 geom = ((OdePrim)actor).prim_geom;
2677 else if (actor is OdeCharacter)
2678 geom = ((OdePrim)actor).prim_geom;
2679 else
2680 return;
2681 if (geom == IntPtr.Zero)
2682 return;
2683 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2684 }
2685 }
2686
2687 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2688 {
2689 if (retMethod != null && actor != null)
2690 {
2691 IntPtr geom;
2692 if (actor is OdePrim)
2693 geom = ((OdePrim)actor).prim_geom;
2694 else if (actor is OdeCharacter)
2695 geom = ((OdePrim)actor).prim_geom;
2696 else
2697 return;
2698 if (geom == IntPtr.Zero)
2699 return;
2700
2701 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2702 }
2703 }
2704
2705 // don't like this
2706 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2707 {
2708 if (actor != null)
2709 {
2710 IntPtr geom;
2711 if (actor is OdePrim)
2712 geom = ((OdePrim)actor).prim_geom;
2713 else if (actor is OdeCharacter)
2714 geom = ((OdePrim)actor).prim_geom;
2715 else
2716 return new List<ContactResult>();
2717 if (geom == IntPtr.Zero)
2718 return new List<ContactResult>();
2719
2720 ContactResult[] ourResults = null;
2721 RayCallback retMethod = delegate(List<ContactResult> results)
2722 {
2723 ourResults = new ContactResult[results.Count];
2724 results.CopyTo(ourResults, 0);
2725 };
2726 int waitTime = 0;
2727 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2728 while (ourResults == null && waitTime < 1000)
2729 {
2730 Thread.Sleep(1);
2731 waitTime++;
2732 }
2733 if (ourResults == null)
2734 return new List<ContactResult>();
2735 return new List<ContactResult>(ourResults);
2736 }
2737 return new List<ContactResult>();
2738 }
2739 }
2740}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index a142f26..d8d9554 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 993d10f..3cbdde5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -301,6 +301,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
301 return null; 301 return null;
302 } 302 }
303 303
304 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
305 {
306 // Remove a specific script
307
308 // Remove dataserver events
309 m_Dataserver[engine].RemoveEvents(localID, itemID);
310
311 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
312 if (comms != null)
313 comms.DeleteListener(itemID);
314
315 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
316 xmlrpc.DeleteChannels(itemID);
317 xmlrpc.CancelSRDRequests(itemID);
318
319 // Remove Sensors
320 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
321
322 }
323
304 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 324 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
305 { 325 {
306 List<Object> data = new List<Object>(); 326 List<Object> data = new List<Object>();
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..b5fa6de
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,116 @@
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.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false;
64
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
66 {
67 m_ScriptEngine = ScriptEngine;
68 m_host = host;
69 m_item = item;
70
71 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
72 m_CMFunctionsEnabled = true;
73 }
74
75 public override Object InitializeLifetimeService()
76 {
77 ILease lease = (ILease)base.InitializeLifetimeService();
78
79 if (lease.CurrentState == LeaseState.Initial)
80 {
81 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
82 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
83 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
84 }
85 return lease;
86 }
87
88 public Scene World
89 {
90 get { return m_ScriptEngine.World; }
91 }
92
93 public string cmDetectedCountry(int number)
94 {
95 m_host.AddScriptLPS(1);
96 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, number);
97 if (detectedParams == null)
98 return String.Empty;
99 return detectedParams.Country;
100 }
101
102 public string cmGetAgentCountry(LSL_Key key)
103 {
104 if (!World.Permissions.IsGod(m_host.OwnerID))
105 return String.Empty;
106
107 UUID uuid;
108
109 if (!UUID.TryParse(key, out uuid))
110 return String.Empty;
111
112 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
113 return account.UserCountry;
114 }
115 }
116}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 5bff2e9..8c4ee41 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
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;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -103,16 +107,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
103 protected int m_notecardLineReadCharsMax = 255; 107 protected int m_notecardLineReadCharsMax = 255;
104 protected int m_scriptConsoleChannel = 0; 108 protected int m_scriptConsoleChannel = 0;
105 protected bool m_scriptConsoleChannelEnabled = false; 109 protected bool m_scriptConsoleChannelEnabled = false;
110 protected bool m_debuggerSafe = false;
106 protected IUrlModule m_UrlModule = null; 111 protected IUrlModule m_UrlModule = null;
107 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 new Dictionary<UUID, UserInfoCacheEntry>(); 113 new Dictionary<UUID, UserInfoCacheEntry>();
109 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 114 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
115
116 protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
110 118
111 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 119 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
112 { 120 {
121 m_ShoutSayTimer = new Timer(1000);
122 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
123 m_ShoutSayTimer.AutoReset = true;
124 m_ShoutSayTimer.Start();
125
113 m_ScriptEngine = ScriptEngine; 126 m_ScriptEngine = ScriptEngine;
114 m_host = host; 127 m_host = host;
115 m_item = item; 128 m_item = item;
129 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
116 130
117 LoadLimits(); // read script limits from config. 131 LoadLimits(); // read script limits from config.
118 132
@@ -172,6 +186,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
172 get { return m_ScriptEngine.World; } 186 get { return m_ScriptEngine.World; }
173 } 187 }
174 188
189 [DebuggerNonUserCode]
175 public void state(string newState) 190 public void state(string newState)
176 { 191 {
177 m_ScriptEngine.SetState(m_item.ItemID, newState); 192 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -181,6 +196,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
181 /// Reset the named script. The script must be present 196 /// Reset the named script. The script must be present
182 /// in the same prim. 197 /// in the same prim.
183 /// </summary> 198 /// </summary>
199 [DebuggerNonUserCode]
184 public void llResetScript() 200 public void llResetScript()
185 { 201 {
186 m_host.AddScriptLPS(1); 202 m_host.AddScriptLPS(1);
@@ -237,9 +253,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
237 } 253 }
238 } 254 }
239 255
256 public List<ScenePresence> GetLinkAvatars(int linkType)
257 {
258 List<ScenePresence> ret = new List<ScenePresence>();
259 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
260 return ret;
261
262 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
263
264 switch (linkType)
265 {
266 case ScriptBaseClass.LINK_SET:
267 return avs;
268
269 case ScriptBaseClass.LINK_ROOT:
270 return ret;
271
272 case ScriptBaseClass.LINK_ALL_OTHERS:
273 return avs;
274
275 case ScriptBaseClass.LINK_ALL_CHILDREN:
276 return avs;
277
278 case ScriptBaseClass.LINK_THIS:
279 return ret;
280
281 default:
282 if (linkType < 0)
283 return ret;
284
285 int partCount = m_host.ParentGroup.GetPartCount();
286
287 if (linkType <= partCount)
288 {
289 return ret;
290 }
291 else
292 {
293 linkType = linkType - partCount;
294 if (linkType > avs.Count)
295 {
296 return ret;
297 }
298 else
299 {
300 ret.Add(avs[linkType-1]);
301 return ret;
302 }
303 }
304 }
305 }
306
240 public List<SceneObjectPart> GetLinkParts(int linkType) 307 public List<SceneObjectPart> GetLinkParts(int linkType)
241 { 308 {
242 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 309 List<SceneObjectPart> ret = new List<SceneObjectPart>();
310 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
311 return ret;
243 ret.Add(m_host); 312 ret.Add(m_host);
244 313
245 switch (linkType) 314 switch (linkType)
@@ -286,21 +355,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
286 protected UUID InventoryKey(string name, int type) 355 protected UUID InventoryKey(string name, int type)
287 { 356 {
288 m_host.AddScriptLPS(1); 357 m_host.AddScriptLPS(1);
289 358 m_host.TaskInventory.LockItemsForRead(true);
290 lock (m_host.TaskInventory) 359
360 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
291 { 361 {
292 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 362 if (inv.Value.Name == name)
293 { 363 {
294 if (inv.Value.Name == name) 364 m_host.TaskInventory.LockItemsForRead(false);
365
366 if (inv.Value.Type != type)
295 { 367 {
296 if (inv.Value.Type != type) 368 return UUID.Zero;
297 return UUID.Zero;
298
299 return inv.Value.AssetID;
300 } 369 }
370
371 return inv.Value.AssetID;
301 } 372 }
302 } 373 }
303 374
375 m_host.TaskInventory.LockItemsForRead(false);
304 return UUID.Zero; 376 return UUID.Zero;
305 } 377 }
306 378
@@ -308,17 +380,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
308 { 380 {
309 m_host.AddScriptLPS(1); 381 m_host.AddScriptLPS(1);
310 382
311 lock (m_host.TaskInventory) 383
384 m_host.TaskInventory.LockItemsForRead(true);
385
386 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
312 { 387 {
313 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 388 if (inv.Value.Name == name)
314 { 389 {
315 if (inv.Value.Name == name) 390 m_host.TaskInventory.LockItemsForRead(false);
316 { 391 return inv.Value.AssetID;
317 return inv.Value.AssetID;
318 }
319 } 392 }
320 } 393 }
321 394
395 m_host.TaskInventory.LockItemsForRead(false);
396
397
322 return UUID.Zero; 398 return UUID.Zero;
323 } 399 }
324 400
@@ -460,31 +536,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
460 536
461 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 537 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
462 538
463 /// <summary> 539 // Utility function for llRot2Euler
464 /// Convert an LSL rotation to a Euler vector. 540
465 /// </summary> 541 // normalize an angle between -PI and PI (-180 to +180 degrees)
466 /// <remarks> 542 protected double NormalizeAngle(double angle)
467 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
468 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
469 /// </remarks>
470 /// <param name="r"></param>
471 /// <returns></returns>
472 public LSL_Vector llRot2Euler(LSL_Rotation r)
473 { 543 {
474 m_host.AddScriptLPS(1); 544 if (angle > -Math.PI && angle < Math.PI)
545 return angle;
475 546
476 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 547 int numPis = (int)(Math.PI / angle);
477 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 548 double remainder = angle - Math.PI * numPis;
478 if (m == 0.0) return new LSL_Vector(); 549 if (numPis % 2 == 1)
479 double x = Math.Atan2(-v.y, v.z); 550 return Math.PI - angle;
480 double sin = v.x / m; 551 return remainder;
481 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 552 }
482 double y = Math.Asin(sin);
483 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
484 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
485 double z = Math.Atan2(v.y, v.x);
486 553
487 return new LSL_Vector(x, y, z); 554 public LSL_Vector llRot2Euler(LSL_Rotation q1)
555 {
556 m_host.AddScriptLPS(1);
557 LSL_Vector eul = new LSL_Vector();
558
559 double sqw = q1.s*q1.s;
560 double sqx = q1.x*q1.x;
561 double sqy = q1.z*q1.z;
562 double sqz = q1.y*q1.y;
563 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
564 double test = q1.x*q1.z + q1.y*q1.s;
565 if (test > 0.4999*unit) { // singularity at north pole
566 eul.z = 2 * Math.Atan2(q1.x,q1.s);
567 eul.y = Math.PI/2;
568 eul.x = 0;
569 return eul;
570 }
571 if (test < -0.4999*unit) { // singularity at south pole
572 eul.z = -2 * Math.Atan2(q1.x,q1.s);
573 eul.y = -Math.PI/2;
574 eul.x = 0;
575 return eul;
576 }
577 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
578 eul.y = Math.Asin(2*test/unit);
579 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
580 return eul;
488 } 581 }
489 582
490 /* From wiki: 583 /* From wiki:
@@ -686,77 +779,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
686 { 779 {
687 //A and B should both be normalized 780 //A and B should both be normalized
688 m_host.AddScriptLPS(1); 781 m_host.AddScriptLPS(1);
689 LSL_Rotation rotBetween; 782 /* This method is more accurate than the SL one, and thus causes problems
690 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 783 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
691 // continue calculation. 784
692 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 785 double dotProduct = LSL_Vector.Dot(a, b);
786 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
787 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
788 double angle = Math.Acos(dotProduct / magProduct);
789 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
790 double s = Math.Sin(angle / 2);
791
792 double x = axis.x * s;
793 double y = axis.y * s;
794 double z = axis.z * s;
795 double w = Math.Cos(angle / 2);
796
797 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
798 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
799
800 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
801 */
802
803 // This method mimics the 180 errors found in SL
804 // See www.euclideanspace.com... angleBetween
805 LSL_Vector vec_a = a;
806 LSL_Vector vec_b = b;
807
808 // Eliminate zero length
809 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
810 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
811 if (vec_a_mag < 0.00001 ||
812 vec_b_mag < 0.00001)
693 { 813 {
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 814 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
695 } 815 }
696 else 816
817 // Normalize
818 vec_a = llVecNorm(vec_a);
819 vec_b = llVecNorm(vec_b);
820
821 // Calculate axis and rotation angle
822 LSL_Vector axis = vec_a % vec_b;
823 LSL_Float cos_theta = vec_a * vec_b;
824
825 // Check if parallel
826 if (cos_theta > 0.99999)
697 { 827 {
698 a = LSL_Vector.Norm(a); 828 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
699 b = LSL_Vector.Norm(b); 829 }
700 double dotProduct = LSL_Vector.Dot(a, b); 830
701 // There are two degenerate cases possible. These are for vectors 180 or 831 // Check if anti-parallel
702 // 0 degrees apart. These have to be detected and handled individually. 832 else if (cos_theta < -0.99999)
703 // 833 {
704 // Check for vectors 180 degrees apart. 834 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
705 // A dot product of -1 would mean the angle between vectors is 180 degrees. 835 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
706 if (dotProduct < -0.9999999f) 836 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
707 { 837 }
708 // First assume X axis is orthogonal to the vectors. 838 else // other rotation
709 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 839 {
710 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 840 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
711 // Check for near zero vector. A very small non-zero number here will create 841 axis = llVecNorm(axis);
712 // a rotation in an undesired direction. 842 double x, y, z, s, t;
713 if (LSL_Vector.Mag(orthoVector) > 0.0001) 843 s = Math.Cos(theta);
714 { 844 t = Math.Sin(theta);
715 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 845 x = axis.x * t;
716 } 846 y = axis.y * t;
717 // If the magnitude of the vector was near zero, then assume the X axis is not 847 z = axis.z * t;
718 // orthogonal and use the Z axis instead. 848 return new LSL_Rotation(x,y,z,s);
719 else
720 {
721 // Set 180 z rotation.
722 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
723 }
724 }
725 // Check for parallel vectors.
726 // A dot product of 1 would mean the angle between vectors is 0 degrees.
727 else if (dotProduct > 0.9999999f)
728 {
729 // Set zero rotation.
730 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
731 }
732 else
733 {
734 // All special checks have been performed so get the axis of rotation.
735 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
736 // Quarternion s value is the length of the unit vector + dot product.
737 double qs = 1.0 + dotProduct;
738 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
739 // Normalize the rotation.
740 double mag = LSL_Rotation.Mag(rotBetween);
741 // We shouldn't have to worry about a divide by zero here. The qs value will be
742 // non-zero because we already know if we're here, then the dotProduct is not -1 so
743 // qs will not be zero. Also, we've already handled the input vectors being zero so the
744 // crossProduct vector should also not be zero.
745 rotBetween.x = rotBetween.x / mag;
746 rotBetween.y = rotBetween.y / mag;
747 rotBetween.z = rotBetween.z / mag;
748 rotBetween.s = rotBetween.s / mag;
749 // Check for undefined values and set zero rotation if any found. This code might not actually be required
750 // any longer since zero vectors are checked for at the top.
751 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
752 {
753 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
754 }
755 }
756 } 849 }
757 return rotBetween;
758 } 850 }
759 851
760 public void llWhisper(int channelID, string text) 852 public void llWhisper(int channelID, string text)
761 { 853 {
762 m_host.AddScriptLPS(1); 854 m_host.AddScriptLPS(1);
@@ -776,6 +868,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
776 { 868 {
777 m_host.AddScriptLPS(1); 869 m_host.AddScriptLPS(1);
778 870
871 if (channelID == 0)
872 m_SayShoutCount++;
873
874 if (m_SayShoutCount >= 11)
875 ScriptSleep(2000);
876
779 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 877 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
780 { 878 {
781 Console.WriteLine(text); 879 Console.WriteLine(text);
@@ -798,6 +896,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
798 { 896 {
799 m_host.AddScriptLPS(1); 897 m_host.AddScriptLPS(1);
800 898
899 if (channelID == 0)
900 m_SayShoutCount++;
901
902 if (m_SayShoutCount >= 11)
903 ScriptSleep(2000);
904
801 if (text.Length > 1023) 905 if (text.Length > 1023)
802 text = text.Substring(0, 1023); 906 text = text.Substring(0, 1023);
803 907
@@ -1100,10 +1204,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1100 return detectedParams.TouchUV; 1204 return detectedParams.TouchUV;
1101 } 1205 }
1102 1206
1207 [DebuggerNonUserCode]
1103 public virtual void llDie() 1208 public virtual void llDie()
1104 { 1209 {
1105 m_host.AddScriptLPS(1); 1210 m_host.AddScriptLPS(1);
1106 throw new SelfDeleteException(); 1211 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1107 } 1212 }
1108 1213
1109 public LSL_Float llGround(LSL_Vector offset) 1214 public LSL_Float llGround(LSL_Vector offset)
@@ -1176,6 +1281,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1176 1281
1177 public void llSetStatus(int status, int value) 1282 public void llSetStatus(int status, int value)
1178 { 1283 {
1284 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1285 return;
1179 m_host.AddScriptLPS(1); 1286 m_host.AddScriptLPS(1);
1180 1287
1181 int statusrotationaxis = 0; 1288 int statusrotationaxis = 0;
@@ -1407,6 +1514,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1407 { 1514 {
1408 m_host.AddScriptLPS(1); 1515 m_host.AddScriptLPS(1);
1409 1516
1517 SetColor(m_host, color, face);
1518 }
1519
1520 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1521 {
1522 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1523 return;
1524
1525 Primitive.TextureEntry tex = part.Shape.Textures;
1526 Color4 texcolor;
1527 if (face >= 0 && face < GetNumberOfSides(part))
1528 {
1529 texcolor = tex.CreateFace((uint)face).RGBA;
1530 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1531 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1532 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1533 tex.FaceTextures[face].RGBA = texcolor;
1534 part.UpdateTextureEntry(tex.GetBytes());
1535 return;
1536 }
1537 else if (face == ScriptBaseClass.ALL_SIDES)
1538 {
1539 for (uint i = 0; i < GetNumberOfSides(part); i++)
1540 {
1541 if (tex.FaceTextures[i] != null)
1542 {
1543 texcolor = tex.FaceTextures[i].RGBA;
1544 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1545 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1546 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1547 tex.FaceTextures[i].RGBA = texcolor;
1548 }
1549 texcolor = tex.DefaultTexture.RGBA;
1550 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1551 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1552 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1553 tex.DefaultTexture.RGBA = texcolor;
1554 }
1555 part.UpdateTextureEntry(tex.GetBytes());
1556 return;
1557 }
1558
1410 if (face == ScriptBaseClass.ALL_SIDES) 1559 if (face == ScriptBaseClass.ALL_SIDES)
1411 face = SceneObjectPart.ALL_SIDES; 1560 face = SceneObjectPart.ALL_SIDES;
1412 1561
@@ -1415,6 +1564,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1415 1564
1416 public void SetTexGen(SceneObjectPart part, int face,int style) 1565 public void SetTexGen(SceneObjectPart part, int face,int style)
1417 { 1566 {
1567 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1568 return;
1569
1418 Primitive.TextureEntry tex = part.Shape.Textures; 1570 Primitive.TextureEntry tex = part.Shape.Textures;
1419 MappingType textype; 1571 MappingType textype;
1420 textype = MappingType.Default; 1572 textype = MappingType.Default;
@@ -1445,6 +1597,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1445 1597
1446 public void SetGlow(SceneObjectPart part, int face, float glow) 1598 public void SetGlow(SceneObjectPart part, int face, float glow)
1447 { 1599 {
1600 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1601 return;
1602
1448 Primitive.TextureEntry tex = part.Shape.Textures; 1603 Primitive.TextureEntry tex = part.Shape.Textures;
1449 if (face >= 0 && face < GetNumberOfSides(part)) 1604 if (face >= 0 && face < GetNumberOfSides(part))
1450 { 1605 {
@@ -1470,6 +1625,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1470 1625
1471 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1626 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1472 { 1627 {
1628 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1629 return;
1473 1630
1474 Shininess sval = new Shininess(); 1631 Shininess sval = new Shininess();
1475 1632
@@ -1520,6 +1677,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1520 1677
1521 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1678 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1522 { 1679 {
1680 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1681 return;
1682
1523 Primitive.TextureEntry tex = part.Shape.Textures; 1683 Primitive.TextureEntry tex = part.Shape.Textures;
1524 if (face >= 0 && face < GetNumberOfSides(part)) 1684 if (face >= 0 && face < GetNumberOfSides(part))
1525 { 1685 {
@@ -1580,13 +1740,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1580 m_host.AddScriptLPS(1); 1740 m_host.AddScriptLPS(1);
1581 1741
1582 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1742 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1583 1743 if (parts.Count > 0)
1584 foreach (SceneObjectPart part in parts) 1744 {
1585 SetAlpha(part, alpha, face); 1745 try
1746 {
1747 parts[0].ParentGroup.areUpdatesSuspended = true;
1748 foreach (SceneObjectPart part in parts)
1749 SetAlpha(part, alpha, face);
1750 }
1751 finally
1752 {
1753 parts[0].ParentGroup.areUpdatesSuspended = false;
1754 }
1755 }
1586 } 1756 }
1587 1757
1588 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1758 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1589 { 1759 {
1760 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1761 return;
1762
1590 Primitive.TextureEntry tex = part.Shape.Textures; 1763 Primitive.TextureEntry tex = part.Shape.Textures;
1591 Color4 texcolor; 1764 Color4 texcolor;
1592 if (face >= 0 && face < GetNumberOfSides(part)) 1765 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1639,7 +1812,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1639 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1812 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1640 float wind, float tension, LSL_Vector Force) 1813 float wind, float tension, LSL_Vector Force)
1641 { 1814 {
1642 if (part == null) 1815 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1643 return; 1816 return;
1644 1817
1645 if (flexi) 1818 if (flexi)
@@ -1673,7 +1846,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1673 /// <param name="falloff"></param> 1846 /// <param name="falloff"></param>
1674 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1847 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1675 { 1848 {
1676 if (part == null) 1849 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1677 return; 1850 return;
1678 1851
1679 if (light) 1852 if (light)
@@ -1751,15 +1924,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1751 m_host.AddScriptLPS(1); 1924 m_host.AddScriptLPS(1);
1752 1925
1753 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1926 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1754 1927 if (parts.Count > 0)
1755 foreach (SceneObjectPart part in parts) 1928 {
1756 SetTexture(part, texture, face); 1929 try
1757 1930 {
1931 parts[0].ParentGroup.areUpdatesSuspended = true;
1932 foreach (SceneObjectPart part in parts)
1933 SetTexture(part, texture, face);
1934 }
1935 finally
1936 {
1937 parts[0].ParentGroup.areUpdatesSuspended = false;
1938 }
1939 }
1758 ScriptSleep(200); 1940 ScriptSleep(200);
1759 } 1941 }
1760 1942
1761 protected void SetTexture(SceneObjectPart part, string texture, int face) 1943 protected void SetTexture(SceneObjectPart part, string texture, int face)
1762 { 1944 {
1945 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1946 return;
1947
1763 UUID textureID = new UUID(); 1948 UUID textureID = new UUID();
1764 1949
1765 textureID = InventoryKey(texture, (int)AssetType.Texture); 1950 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1804,6 +1989,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1804 1989
1805 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1990 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1806 { 1991 {
1992 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1993 return;
1994
1807 Primitive.TextureEntry tex = part.Shape.Textures; 1995 Primitive.TextureEntry tex = part.Shape.Textures;
1808 if (face >= 0 && face < GetNumberOfSides(part)) 1996 if (face >= 0 && face < GetNumberOfSides(part))
1809 { 1997 {
@@ -1840,6 +2028,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1840 2028
1841 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2029 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1842 { 2030 {
2031 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2032 return;
2033
1843 Primitive.TextureEntry tex = part.Shape.Textures; 2034 Primitive.TextureEntry tex = part.Shape.Textures;
1844 if (face >= 0 && face < GetNumberOfSides(part)) 2035 if (face >= 0 && face < GetNumberOfSides(part))
1845 { 2036 {
@@ -1876,6 +2067,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1876 2067
1877 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2068 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1878 { 2069 {
2070 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2071 return;
2072
1879 Primitive.TextureEntry tex = part.Shape.Textures; 2073 Primitive.TextureEntry tex = part.Shape.Textures;
1880 if (face >= 0 && face < GetNumberOfSides(part)) 2074 if (face >= 0 && face < GetNumberOfSides(part))
1881 { 2075 {
@@ -1980,26 +2174,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1980 return real_vec; 2174 return real_vec;
1981 } 2175 }
1982 2176
2177 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2178 {
2179 return new LSL_Integer(SetRegionPos(m_host, pos));
2180 }
2181
2182 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2183 {
2184 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2185 return 0;
2186
2187 SceneObjectGroup grp = part.ParentGroup;
2188
2189 if (grp.IsAttachment)
2190 return 0;
2191
2192 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2193 return 0;
2194
2195 if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
2196 return 0;
2197
2198 float constrainedX = (float)targetPos.x;
2199 float constrainedY = (float)targetPos.y;
2200
2201 if (constrainedX < 0.0f)
2202 constrainedX = 0.0f;
2203 if (constrainedY < 0.0f)
2204 constrainedY = 0.0f;
2205 if (constrainedX >= (float)Constants.RegionSize)
2206 constrainedX = (float)Constants.RegionSize - 0.1f;
2207 if (constrainedY >= (float)Constants.RegionSize)
2208 constrainedY = (float)Constants.RegionSize -0.1f;
2209
2210 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2211
2212 if (targetPos.z < ground)
2213 targetPos.z = ground;
2214
2215 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2216
2217 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2218 return 0;
2219
2220 grp.UpdateGroupPosition(dest);
2221
2222 return 1;
2223 }
2224
1983 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2225 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1984 { 2226 {
1985 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2227 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2228 return;
2229
1986 LSL_Vector currentPos = GetPartLocalPos(part); 2230 LSL_Vector currentPos = GetPartLocalPos(part);
2231 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1987 2232
1988 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1989 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1990 2233
1991 if (part.ParentGroup.RootPart == part) 2234 if (part.ParentGroup.RootPart == part)
1992 { 2235 {
1993 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1994 targetPos.z = ground;
1995 SceneObjectGroup parent = part.ParentGroup; 2236 SceneObjectGroup parent = part.ParentGroup;
1996 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2237 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1997 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2238 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2239 return;
2240 Util.FireAndForget(delegate(object x) {
2241 parent.UpdateGroupPosition(dest);
2242 });
1998 } 2243 }
1999 else 2244 else
2000 { 2245 {
2001 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2246 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2002 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2003 SceneObjectGroup parent = part.ParentGroup; 2247 SceneObjectGroup parent = part.ParentGroup;
2004 parent.HasGroupChanged = true; 2248 parent.HasGroupChanged = true;
2005 parent.ScheduleGroupForTerseUpdate(); 2249 parent.ScheduleGroupForTerseUpdate();
@@ -2032,17 +2276,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2032 else 2276 else
2033 { 2277 {
2034 if (part.ParentGroup.IsAttachment) 2278 if (part.ParentGroup.IsAttachment)
2035 {
2036 pos = part.AttachedPos; 2279 pos = part.AttachedPos;
2037 }
2038 else 2280 else
2039 {
2040 pos = part.AbsolutePosition; 2281 pos = part.AbsolutePosition;
2041 }
2042 } 2282 }
2043 2283
2044// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2045
2046 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2284 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2047 } 2285 }
2048 2286
@@ -2051,9 +2289,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2051 m_host.AddScriptLPS(1); 2289 m_host.AddScriptLPS(1);
2052 2290
2053 // try to let this work as in SL... 2291 // try to let this work as in SL...
2054 if (m_host.ParentID == 0) 2292 if (m_host.LinkNum < 2)
2055 { 2293 {
2056 // special case: If we are root, rotate complete SOG to new rotation 2294 // Special case: If we are root, rotate complete SOG to new
2295 // rotation.
2296 // We are root if the link number is 0 (single prim) or 1
2297 // (root prim). ParentID may be nonzero in attachments and
2298 // using it would cause attachments and HUDs to rotate
2299 // to the wrong positions.
2057 SetRot(m_host, Rot2Quaternion(rot)); 2300 SetRot(m_host, Rot2Quaternion(rot));
2058 } 2301 }
2059 else 2302 else
@@ -2078,6 +2321,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2078 2321
2079 protected void SetRot(SceneObjectPart part, Quaternion rot) 2322 protected void SetRot(SceneObjectPart part, Quaternion rot)
2080 { 2323 {
2324 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2325 return;
2326
2081 part.UpdateRotation(rot); 2327 part.UpdateRotation(rot);
2082 // Update rotation does not move the object in the physics scene if it's a linkset. 2328 // Update rotation does not move the object in the physics scene if it's a linkset.
2083 2329
@@ -2232,13 +2478,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2232 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2478 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2233 { 2479 {
2234 m_host.AddScriptLPS(1); 2480 m_host.AddScriptLPS(1);
2235 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2481 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2236 } 2482 }
2237 2483
2238 public void llSetTorque(LSL_Vector torque, int local) 2484 public void llSetTorque(LSL_Vector torque, int local)
2239 { 2485 {
2240 m_host.AddScriptLPS(1); 2486 m_host.AddScriptLPS(1);
2241 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2487 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2242 } 2488 }
2243 2489
2244 public LSL_Vector llGetTorque() 2490 public LSL_Vector llGetTorque()
@@ -2840,35 +3086,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2840 public void llLookAt(LSL_Vector target, double strength, double damping) 3086 public void llLookAt(LSL_Vector target, double strength, double damping)
2841 { 3087 {
2842 m_host.AddScriptLPS(1); 3088 m_host.AddScriptLPS(1);
2843 // Determine where we are looking from
2844 LSL_Vector from = llGetPos();
2845 3089
2846 // Work out the normalised vector from the source to the target 3090 // Get the normalized vector to the target
2847 LSL_Vector delta = llVecNorm(target - from); 3091 LSL_Vector d1 = llVecNorm(target - llGetPos());
2848 LSL_Vector angle = new LSL_Vector(0,0,0);
2849 3092
2850 // Calculate the yaw 3093 // Get the bearing (yaw)
2851 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3094 LSL_Vector a1 = new LSL_Vector(0,0,0);
2852 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3095 a1.z = llAtan2(d1.y, d1.x);
2853 3096
2854 // Calculate pitch 3097 // Get the elevation (pitch)
2855 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3098 LSL_Vector a2 = new LSL_Vector(0,0,0);
3099 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2856 3100
2857 // we need to convert from a vector describing 3101 LSL_Rotation r1 = llEuler2Rot(a1);
2858 // the angles of rotation in radians into rotation value 3102 LSL_Rotation r2 = llEuler2Rot(a2);
2859 LSL_Rotation rot = llEuler2Rot(angle); 3103 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2860
2861 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2862 // set the rotation of the object, copy that behavior
2863 PhysicsActor pa = m_host.PhysActor;
2864 3104
2865 if (strength == 0 || pa == null || !pa.IsPhysical) 3105 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2866 { 3106 {
2867 llSetRot(rot); 3107 // Do nothing if either value is 0 (this has been checked in SL)
3108 if (strength <= 0.0 || damping <= 0.0)
3109 return;
3110
3111 llSetRot(r3 * r2 * r1);
2868 } 3112 }
2869 else 3113 else
2870 { 3114 {
2871 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3115 if (strength == 0)
3116 {
3117 llSetRot(r3 * r2 * r1);
3118 return;
3119 }
3120
3121 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2872 } 3122 }
2873 } 3123 }
2874 3124
@@ -2914,17 +3164,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2914 } 3164 }
2915 else 3165 else
2916 { 3166 {
2917 if (m_host.IsRoot) 3167 // new SL always returns object mass
2918 { 3168// if (m_host.IsRoot)
3169// {
2919 return m_host.ParentGroup.GetMass(); 3170 return m_host.ParentGroup.GetMass();
2920 } 3171// }
2921 else 3172// else
2922 { 3173// {
2923 return m_host.GetMass(); 3174// return m_host.GetMass();
2924 } 3175// }
2925 } 3176 }
2926 } 3177 }
2927 3178
3179
3180 public LSL_Float llGetMassMKS()
3181 {
3182 return 100f * llGetMass();
3183 }
3184
2928 public void llCollisionFilter(string name, string id, int accept) 3185 public void llCollisionFilter(string name, string id, int accept)
2929 { 3186 {
2930 m_host.AddScriptLPS(1); 3187 m_host.AddScriptLPS(1);
@@ -3031,9 +3288,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3031 { 3288 {
3032 m_host.AddScriptLPS(1); 3289 m_host.AddScriptLPS(1);
3033 3290
3034// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3035// return;
3036
3037 if (m_item.PermsGranter != m_host.OwnerID) 3291 if (m_item.PermsGranter != m_host.OwnerID)
3038 return; 3292 return;
3039 3293
@@ -3076,6 +3330,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3076 3330
3077 public void llInstantMessage(string user, string message) 3331 public void llInstantMessage(string user, string message)
3078 { 3332 {
3333 UUID result;
3334 if (!UUID.TryParse(user, out result))
3335 {
3336 ShoutError("An invalid key was passed to llInstantMessage");
3337 ScriptSleep(2000);
3338 return;
3339 }
3340
3341
3079 m_host.AddScriptLPS(1); 3342 m_host.AddScriptLPS(1);
3080 3343
3081 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3344 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3090,14 +3353,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3090 UUID friendTransactionID = UUID.Random(); 3353 UUID friendTransactionID = UUID.Random();
3091 3354
3092 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3355 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3093 3356
3094 GridInstantMessage msg = new GridInstantMessage(); 3357 GridInstantMessage msg = new GridInstantMessage();
3095 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3358 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3096 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3359 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3097 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3360 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3098// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3361// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3099// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3362// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3100 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3363// DateTime dt = DateTime.UtcNow;
3364//
3365// // Ticks from UtcNow, but make it look like local. Evil, huh?
3366// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3367//
3368// try
3369// {
3370// // Convert that to the PST timezone
3371// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3372// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3373// }
3374// catch
3375// {
3376// // No logging here, as it could be VERY spammy
3377// }
3378//
3379// // And make it look local again to fool the unix time util
3380// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3381
3382 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3383
3101 //if (client != null) 3384 //if (client != null)
3102 //{ 3385 //{
3103 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3386 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3111,12 +3394,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3111 msg.message = message.Substring(0, 1024); 3394 msg.message = message.Substring(0, 1024);
3112 else 3395 else
3113 msg.message = message; 3396 msg.message = message;
3114 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3397 msg.dialog = (byte)19; // MessageFromObject
3115 msg.fromGroup = false;// fromGroup; 3398 msg.fromGroup = false;// fromGroup;
3116 msg.offline = (byte)0; //offline; 3399 msg.offline = (byte)0; //offline;
3117 msg.ParentEstateID = 0; //ParentEstateID; 3400 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3118 msg.Position = new Vector3(m_host.AbsolutePosition); 3401 msg.Position = new Vector3(m_host.AbsolutePosition);
3119 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3402 msg.RegionID = World.RegionInfo.RegionID.Guid;
3120 msg.binaryBucket 3403 msg.binaryBucket
3121 = Util.StringToBytes256( 3404 = Util.StringToBytes256(
3122 "{0}/{1}/{2}/{3}", 3405 "{0}/{1}/{2}/{3}",
@@ -3144,7 +3427,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3144 } 3427 }
3145 3428
3146 emailModule.SendEmail(m_host.UUID, address, subject, message); 3429 emailModule.SendEmail(m_host.UUID, address, subject, message);
3147 llSleep(EMAIL_PAUSE_TIME); 3430 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3148 } 3431 }
3149 3432
3150 public void llGetNextEmail(string address, string subject) 3433 public void llGetNextEmail(string address, string subject)
@@ -3393,15 +3676,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3393 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3676 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3394 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3677 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3395 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3678 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3679 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3396 ScriptBaseClass.PERMISSION_ATTACH; 3680 ScriptBaseClass.PERMISSION_ATTACH;
3397 3681
3398 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3682 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3399 { 3683 {
3400 lock (m_host.TaskInventory) 3684 m_host.TaskInventory.LockItemsForWrite(true);
3401 { 3685 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3402 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3686 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3403 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3687 m_host.TaskInventory.LockItemsForWrite(false);
3404 }
3405 3688
3406 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3689 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3407 "run_time_permissions", new Object[] { 3690 "run_time_permissions", new Object[] {
@@ -3411,28 +3694,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3411 return; 3694 return;
3412 } 3695 }
3413 } 3696 }
3414 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3697 else
3415 { 3698 {
3416 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3699 bool sitting = false;
3417 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3700 if (m_host.SitTargetAvatar == agentID)
3418 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3701 {
3419 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3702 sitting = true;
3420 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3703 }
3704 else
3705 {
3706 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3707 {
3708 if (p.SitTargetAvatar == agentID)
3709 sitting = true;
3710 }
3711 }
3421 3712
3422 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3713 if (sitting)
3423 { 3714 {
3424 lock (m_host.TaskInventory) 3715 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3716 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3717 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3718 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3719 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3720
3721 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3425 { 3722 {
3723 m_host.TaskInventory.LockItemsForWrite(true);
3426 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3724 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3427 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3725 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3428 } 3726 m_host.TaskInventory.LockItemsForWrite(false);
3429 3727
3430 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3728 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3431 "run_time_permissions", new Object[] { 3729 "run_time_permissions", new Object[] {
3432 new LSL_Integer(perm) }, 3730 new LSL_Integer(perm) },
3433 new DetectParams[0])); 3731 new DetectParams[0]));
3434 3732
3435 return; 3733 return;
3734 }
3436 } 3735 }
3437 } 3736 }
3438 3737
@@ -3446,11 +3745,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3446 3745
3447 if (!m_waitingForScriptAnswer) 3746 if (!m_waitingForScriptAnswer)
3448 { 3747 {
3449 lock (m_host.TaskInventory) 3748 m_host.TaskInventory.LockItemsForWrite(true);
3450 { 3749 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3451 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3750 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3452 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3751 m_host.TaskInventory.LockItemsForWrite(false);
3453 }
3454 3752
3455 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3753 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3456 m_waitingForScriptAnswer=true; 3754 m_waitingForScriptAnswer=true;
@@ -3480,11 +3778,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3480 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3778 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3481 llReleaseControls(); 3779 llReleaseControls();
3482 3780
3483 lock (m_host.TaskInventory) 3781 m_host.TaskInventory.LockItemsForWrite(true);
3484 { 3782 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3485 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3783 m_host.TaskInventory.LockItemsForWrite(false);
3486 } 3784
3487
3488 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3785 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3489 "run_time_permissions", new Object[] { 3786 "run_time_permissions", new Object[] {
3490 new LSL_Integer(answer) }, 3787 new LSL_Integer(answer) },
@@ -3527,14 +3824,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3824 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3528 { 3825 {
3529 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3826 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3530 3827 if (parts.Count > 0)
3531 foreach (SceneObjectPart part in parts) 3828 {
3532 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3829 try
3830 {
3831 parts[0].ParentGroup.areUpdatesSuspended = true;
3832 foreach (SceneObjectPart part in parts)
3833 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3834 }
3835 finally
3836 {
3837 parts[0].ParentGroup.areUpdatesSuspended = false;
3838 }
3839 }
3533 } 3840 }
3534 3841
3535 public void llCreateLink(string target, int parent) 3842 public void llCreateLink(string target, int parent)
3536 { 3843 {
3537 m_host.AddScriptLPS(1); 3844 m_host.AddScriptLPS(1);
3845
3538 UUID targetID; 3846 UUID targetID;
3539 3847
3540 if (!UUID.TryParse(target, out targetID)) 3848 if (!UUID.TryParse(target, out targetID))
@@ -3640,10 +3948,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3640 // Restructuring Multiple Prims. 3948 // Restructuring Multiple Prims.
3641 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3949 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3642 parts.Remove(parentPrim.RootPart); 3950 parts.Remove(parentPrim.RootPart);
3643 foreach (SceneObjectPart part in parts) 3951 if (parts.Count > 0)
3644 { 3952 {
3645 parentPrim.DelinkFromGroup(part.LocalId, true); 3953 try
3954 {
3955 parts[0].ParentGroup.areUpdatesSuspended = true;
3956 foreach (SceneObjectPart part in parts)
3957 {
3958 parentPrim.DelinkFromGroup(part.LocalId, true);
3959 }
3960 }
3961 finally
3962 {
3963 parts[0].ParentGroup.areUpdatesSuspended = false;
3964 }
3646 } 3965 }
3966
3647 parentPrim.HasGroupChanged = true; 3967 parentPrim.HasGroupChanged = true;
3648 parentPrim.ScheduleGroupForFullUpdate(); 3968 parentPrim.ScheduleGroupForFullUpdate();
3649 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3969 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3652,12 +3972,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3652 { 3972 {
3653 SceneObjectPart newRoot = parts[0]; 3973 SceneObjectPart newRoot = parts[0];
3654 parts.Remove(newRoot); 3974 parts.Remove(newRoot);
3655 foreach (SceneObjectPart part in parts) 3975
3976 try
3656 { 3977 {
3657 // Required for linking 3978 parts[0].ParentGroup.areUpdatesSuspended = true;
3658 part.ClearUpdateSchedule(); 3979 foreach (SceneObjectPart part in parts)
3659 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3980 {
3981 part.ClearUpdateSchedule();
3982 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3983 }
3660 } 3984 }
3985 finally
3986 {
3987 parts[0].ParentGroup.areUpdatesSuspended = false;
3988 }
3989
3990
3661 newRoot.ParentGroup.HasGroupChanged = true; 3991 newRoot.ParentGroup.HasGroupChanged = true;
3662 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3992 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3663 } 3993 }
@@ -3677,6 +4007,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3677 public void llBreakAllLinks() 4007 public void llBreakAllLinks()
3678 { 4008 {
3679 m_host.AddScriptLPS(1); 4009 m_host.AddScriptLPS(1);
4010
4011 TaskInventoryItem item = m_item;
4012
4013 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4014 && !m_automaticLinkPermission)
4015 {
4016 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4017 return;
4018 }
4019
3680 SceneObjectGroup parentPrim = m_host.ParentGroup; 4020 SceneObjectGroup parentPrim = m_host.ParentGroup;
3681 if (parentPrim.AttachmentPoint != 0) 4021 if (parentPrim.AttachmentPoint != 0)
3682 return; // Fail silently if attached 4022 return; // Fail silently if attached
@@ -3696,25 +4036,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3696 public LSL_String llGetLinkKey(int linknum) 4036 public LSL_String llGetLinkKey(int linknum)
3697 { 4037 {
3698 m_host.AddScriptLPS(1); 4038 m_host.AddScriptLPS(1);
3699 List<UUID> keytable = new List<UUID>();
3700 // parse for sitting avatare-uuids
3701 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3702 {
3703 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3704 keytable.Add(presence.UUID);
3705 });
3706
3707 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3708 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3709 {
3710 return keytable[totalprims - linknum].ToString();
3711 }
3712
3713 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3714 {
3715 return m_host.UUID.ToString();
3716 }
3717
3718 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4039 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3719 if (part != null) 4040 if (part != null)
3720 { 4041 {
@@ -3722,6 +4043,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3722 } 4043 }
3723 else 4044 else
3724 { 4045 {
4046 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4047 {
4048 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4049
4050 if (linknum < 0)
4051 return UUID.Zero.ToString();
4052
4053 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4054 if (avatars.Count > linknum)
4055 {
4056 return avatars[linknum].UUID.ToString();
4057 }
4058 }
3725 return UUID.Zero.ToString(); 4059 return UUID.Zero.ToString();
3726 } 4060 }
3727 } 4061 }
@@ -3821,17 +4155,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3821 m_host.AddScriptLPS(1); 4155 m_host.AddScriptLPS(1);
3822 int count = 0; 4156 int count = 0;
3823 4157
3824 lock (m_host.TaskInventory) 4158 m_host.TaskInventory.LockItemsForRead(true);
4159 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3825 { 4160 {
3826 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4161 if (inv.Value.Type == type || type == -1)
3827 { 4162 {
3828 if (inv.Value.Type == type || type == -1) 4163 count = count + 1;
3829 {
3830 count = count + 1;
3831 }
3832 } 4164 }
3833 } 4165 }
3834 4166
4167 m_host.TaskInventory.LockItemsForRead(false);
3835 return count; 4168 return count;
3836 } 4169 }
3837 4170
@@ -3840,16 +4173,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3840 m_host.AddScriptLPS(1); 4173 m_host.AddScriptLPS(1);
3841 ArrayList keys = new ArrayList(); 4174 ArrayList keys = new ArrayList();
3842 4175
3843 lock (m_host.TaskInventory) 4176 m_host.TaskInventory.LockItemsForRead(true);
4177 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3844 { 4178 {
3845 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4179 if (inv.Value.Type == type || type == -1)
3846 { 4180 {
3847 if (inv.Value.Type == type || type == -1) 4181 keys.Add(inv.Value.Name);
3848 {
3849 keys.Add(inv.Value.Name);
3850 }
3851 } 4182 }
3852 } 4183 }
4184 m_host.TaskInventory.LockItemsForRead(false);
3853 4185
3854 if (keys.Count == 0) 4186 if (keys.Count == 0)
3855 { 4187 {
@@ -3886,25 +4218,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3886 } 4218 }
3887 4219
3888 // move the first object found with this inventory name 4220 // move the first object found with this inventory name
3889 lock (m_host.TaskInventory) 4221 m_host.TaskInventory.LockItemsForRead(true);
4222 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3890 { 4223 {
3891 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4224 if (inv.Value.Name == inventory)
3892 { 4225 {
3893 if (inv.Value.Name == inventory) 4226 found = true;
3894 { 4227 objId = inv.Key;
3895 found = true; 4228 assetType = inv.Value.Type;
3896 objId = inv.Key; 4229 objName = inv.Value.Name;
3897 assetType = inv.Value.Type; 4230 break;
3898 objName = inv.Value.Name;
3899 break;
3900 }
3901 } 4231 }
3902 } 4232 }
4233 m_host.TaskInventory.LockItemsForRead(false);
3903 4234
3904 if (!found) 4235 if (!found)
3905 { 4236 {
3906 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4237 llSay(0, String.Format("Could not find object '{0}'", inventory));
3907 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4238 return;
4239// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3908 } 4240 }
3909 4241
3910 // check if destination is an object 4242 // check if destination is an object
@@ -3930,48 +4262,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3930 return; 4262 return;
3931 } 4263 }
3932 } 4264 }
4265
3933 // destination is an avatar 4266 // destination is an avatar
3934 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4267 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3935 4268
3936 if (agentItem == null) 4269 if (agentItem == null)
3937 return; 4270 return;
3938 4271
3939 byte[] bucket = new byte[17]; 4272 byte[] bucket = new byte[1];
3940 bucket[0] = (byte)assetType; 4273 bucket[0] = (byte)assetType;
3941 byte[] objBytes = agentItem.ID.GetBytes(); 4274 //byte[] objBytes = agentItem.ID.GetBytes();
3942 Array.Copy(objBytes, 0, bucket, 1, 16); 4275 //Array.Copy(objBytes, 0, bucket, 1, 16);
3943 4276
3944 GridInstantMessage msg = new GridInstantMessage(World, 4277 GridInstantMessage msg = new GridInstantMessage(World,
3945 m_host.UUID, m_host.Name+", an object owned by "+ 4278 m_host.OwnerID, m_host.Name, destId,
3946 resolveName(m_host.OwnerID)+",", destId,
3947 (byte)InstantMessageDialog.TaskInventoryOffered, 4279 (byte)InstantMessageDialog.TaskInventoryOffered,
3948 false, objName+"\n"+m_host.Name+" is located at "+ 4280 false, objName+". "+m_host.Name+" is located at "+
3949 World.RegionInfo.RegionName+" "+ 4281 World.RegionInfo.RegionName+" "+
3950 m_host.AbsolutePosition.ToString(), 4282 m_host.AbsolutePosition.ToString(),
3951 agentItem.ID, true, m_host.AbsolutePosition, 4283 agentItem.ID, true, m_host.AbsolutePosition,
3952 bucket); 4284 bucket);
3953 if (m_TransferModule != null) 4285
3954 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4286 ScenePresence sp;
4287
4288 if (World.TryGetScenePresence(destId, out sp))
4289 {
4290 sp.ControllingClient.SendInstantMessage(msg);
4291 }
4292 else
4293 {
4294 if (m_TransferModule != null)
4295 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4296 }
4297
4298 //This delay should only occur when giving inventory to avatars.
3955 ScriptSleep(3000); 4299 ScriptSleep(3000);
3956 } 4300 }
3957 } 4301 }
3958 4302
4303 [DebuggerNonUserCode]
3959 public void llRemoveInventory(string name) 4304 public void llRemoveInventory(string name)
3960 { 4305 {
3961 m_host.AddScriptLPS(1); 4306 m_host.AddScriptLPS(1);
3962 4307
3963 lock (m_host.TaskInventory) 4308 List<TaskInventoryItem> inv;
4309 try
3964 { 4310 {
3965 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4311 m_host.TaskInventory.LockItemsForRead(true);
4312 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4313 }
4314 finally
4315 {
4316 m_host.TaskInventory.LockItemsForRead(false);
4317 }
4318 foreach (TaskInventoryItem item in inv)
4319 {
4320 if (item.Name == name)
3966 { 4321 {
3967 if (item.Name == name) 4322 if (item.ItemID == m_item.ItemID)
3968 { 4323 throw new ScriptDeleteException();
3969 if (item.ItemID == m_item.ItemID) 4324 else
3970 throw new ScriptDeleteException(); 4325 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3971 else 4326 return;
3972 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3973 return;
3974 }
3975 } 4327 }
3976 } 4328 }
3977 } 4329 }
@@ -4006,115 +4358,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4006 { 4358 {
4007 m_host.AddScriptLPS(1); 4359 m_host.AddScriptLPS(1);
4008 4360
4009 UUID uuid = (UUID)id; 4361 UUID uuid;
4010 PresenceInfo pinfo = null; 4362 if (UUID.TryParse(id, out uuid))
4011 UserAccount account;
4012
4013 UserInfoCacheEntry ce;
4014 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4015 { 4363 {
4016 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4364 PresenceInfo pinfo = null;
4017 if (account == null) 4365 UserAccount account;
4366
4367 UserInfoCacheEntry ce;
4368 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4018 { 4369 {
4019 m_userInfoCache[uuid] = null; // Cache negative 4370 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4020 return UUID.Zero.ToString(); 4371 if (account == null)
4021 } 4372 {
4373 m_userInfoCache[uuid] = null; // Cache negative
4374 return UUID.Zero.ToString();
4375 }
4022 4376
4023 4377
4024 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4378 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4025 if (pinfos != null && pinfos.Length > 0) 4379 if (pinfos != null && pinfos.Length > 0)
4026 {
4027 foreach (PresenceInfo p in pinfos)
4028 { 4380 {
4029 if (p.RegionID != UUID.Zero) 4381 foreach (PresenceInfo p in pinfos)
4030 { 4382 {
4031 pinfo = p; 4383 if (p.RegionID != UUID.Zero)
4384 {
4385 pinfo = p;
4386 }
4032 } 4387 }
4033 } 4388 }
4034 }
4035 4389
4036 ce = new UserInfoCacheEntry(); 4390 ce = new UserInfoCacheEntry();
4037 ce.time = Util.EnvironmentTickCount(); 4391 ce.time = Util.EnvironmentTickCount();
4038 ce.account = account; 4392 ce.account = account;
4039 ce.pinfo = pinfo; 4393 ce.pinfo = pinfo;
4040 } 4394 m_userInfoCache[uuid] = ce;
4041 else 4395 }
4042 { 4396 else
4043 if (ce == null) 4397 {
4044 return UUID.Zero.ToString(); 4398 if (ce == null)
4399 return UUID.Zero.ToString();
4045 4400
4046 account = ce.account; 4401 account = ce.account;
4047 pinfo = ce.pinfo; 4402 pinfo = ce.pinfo;
4048 } 4403 }
4049 4404
4050 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4405 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4051 {
4052 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4053 if (pinfos != null && pinfos.Length > 0)
4054 { 4406 {
4055 foreach (PresenceInfo p in pinfos) 4407 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4408 if (pinfos != null && pinfos.Length > 0)
4056 { 4409 {
4057 if (p.RegionID != UUID.Zero) 4410 foreach (PresenceInfo p in pinfos)
4058 { 4411 {
4059 pinfo = p; 4412 if (p.RegionID != UUID.Zero)
4413 {
4414 pinfo = p;
4415 }
4060 } 4416 }
4061 } 4417 }
4062 } 4418 else
4063 else 4419 pinfo = null;
4064 pinfo = null;
4065 4420
4066 ce.time = Util.EnvironmentTickCount(); 4421 ce.time = Util.EnvironmentTickCount();
4067 ce.pinfo = pinfo; 4422 ce.pinfo = pinfo;
4068 } 4423 }
4069 4424
4070 string reply = String.Empty; 4425 string reply = String.Empty;
4071 4426
4072 switch (data) 4427 switch (data)
4073 { 4428 {
4074 case 1: // DATA_ONLINE (0|1) 4429 case 1: // DATA_ONLINE (0|1)
4075 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4430 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4076 reply = "1"; 4431 reply = "1";
4077 else 4432 else
4078 reply = "0"; 4433 reply = "0";
4079 break; 4434 break;
4080 case 2: // DATA_NAME (First Last) 4435 case 2: // DATA_NAME (First Last)
4081 reply = account.FirstName + " " + account.LastName; 4436 reply = account.FirstName + " " + account.LastName;
4082 break; 4437 break;
4083 case 3: // DATA_BORN (YYYY-MM-DD) 4438 case 3: // DATA_BORN (YYYY-MM-DD)
4084 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4439 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4085 born = born.AddSeconds(account.Created); 4440 born = born.AddSeconds(account.Created);
4086 reply = born.ToString("yyyy-MM-dd"); 4441 reply = born.ToString("yyyy-MM-dd");
4087 break; 4442 break;
4088 case 4: // DATA_RATING (0,0,0,0,0,0) 4443 case 4: // DATA_RATING (0,0,0,0,0,0)
4089 reply = "0,0,0,0,0,0"; 4444 reply = "0,0,0,0,0,0";
4090 break; 4445 break;
4091 case 7: // DATA_USERLEVEL (integer) 4446 case 8: // DATA_PAYINFO (0|1|2|3)
4092 reply = account.UserLevel.ToString(); 4447 reply = "0";
4093 break; 4448 break;
4094 case 8: // DATA_PAYINFO (0|1|2|3) 4449 default:
4095 reply = "0"; 4450 return UUID.Zero.ToString(); // Raise no event
4096 break; 4451 }
4097 default:
4098 return UUID.Zero.ToString(); // Raise no event
4099 }
4100 4452
4101 UUID rq = UUID.Random(); 4453 UUID rq = UUID.Random();
4102 4454
4103 UUID tid = AsyncCommands. 4455 UUID tid = AsyncCommands.
4104 DataserverPlugin.RegisterRequest(m_host.LocalId, 4456 DataserverPlugin.RegisterRequest(m_host.LocalId,
4105 m_item.ItemID, rq.ToString()); 4457 m_item.ItemID, rq.ToString());
4106 4458
4107 AsyncCommands. 4459 AsyncCommands.
4108 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4460 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4109 4461
4110 ScriptSleep(100); 4462 ScriptSleep(100);
4111 return tid.ToString(); 4463 return tid.ToString();
4464 }
4465 else
4466 {
4467 ShoutError("Invalid UUID passed to llRequestAgentData.");
4468 }
4469 return "";
4112 } 4470 }
4113 4471
4114 public LSL_String llRequestInventoryData(string name) 4472 public LSL_String llRequestInventoryData(string name)
4115 { 4473 {
4116 m_host.AddScriptLPS(1); 4474 m_host.AddScriptLPS(1);
4117 4475
4476 //Clone is thread safe
4118 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4477 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4119 4478
4120 foreach (TaskInventoryItem item in itemDictionary.Values) 4479 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4166,19 +4525,64 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4166 if (UUID.TryParse(agent, out agentId)) 4525 if (UUID.TryParse(agent, out agentId))
4167 { 4526 {
4168 ScenePresence presence = World.GetScenePresence(agentId); 4527 ScenePresence presence = World.GetScenePresence(agentId);
4169 if (presence != null) 4528 if (presence != null && presence.PresenceType != PresenceType.Npc)
4170 { 4529 {
4530 // agent must not be a god
4531 if (presence.UserLevel >= 200) return;
4532
4171 // agent must be over the owners land 4533 // agent must be over the owners land
4172 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4534 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4173 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4535 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4174 { 4536 {
4175 World.TeleportClientHome(agentId, presence.ControllingClient); 4537 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4538 {
4539 // They can't be teleported home for some reason
4540 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4541 if (regionInfo != null)
4542 {
4543 World.RequestTeleportLocation(
4544 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4545 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4546 }
4547 }
4176 } 4548 }
4177 } 4549 }
4178 } 4550 }
4179 ScriptSleep(5000); 4551 ScriptSleep(5000);
4180 } 4552 }
4181 4553
4554 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4555 {
4556 m_host.AddScriptLPS(1);
4557 UUID agentId = new UUID();
4558 if (UUID.TryParse(agent, out agentId))
4559 {
4560 ScenePresence presence = World.GetScenePresence(agentId);
4561 if (presence != null && presence.PresenceType != PresenceType.Npc)
4562 {
4563 // agent must not be a god
4564 if (presence.GodLevel >= 200) return;
4565
4566 if (simname == String.Empty)
4567 simname = World.RegionInfo.RegionName;
4568
4569 // agent must be over the owners land
4570 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4571 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4572 {
4573 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4574 }
4575 else // or must be wearing the prim
4576 {
4577 if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
4578 {
4579 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4580 }
4581 }
4582 }
4583 }
4584 }
4585
4182 public void llTextBox(string agent, string message, int chatChannel) 4586 public void llTextBox(string agent, string message, int chatChannel)
4183 { 4587 {
4184 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4588 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4190,7 +4594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4190 UUID av = new UUID(); 4594 UUID av = new UUID();
4191 if (!UUID.TryParse(agent,out av)) 4595 if (!UUID.TryParse(agent,out av))
4192 { 4596 {
4193 LSLError("First parameter to llDialog needs to be a key"); 4597 //LSLError("First parameter to llDialog needs to be a key");
4194 return; 4598 return;
4195 } 4599 }
4196 4600
@@ -4227,17 +4631,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4227 UUID soundId = UUID.Zero; 4631 UUID soundId = UUID.Zero;
4228 if (!UUID.TryParse(impact_sound, out soundId)) 4632 if (!UUID.TryParse(impact_sound, out soundId))
4229 { 4633 {
4230 lock (m_host.TaskInventory) 4634 m_host.TaskInventory.LockItemsForRead(true);
4635 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4231 { 4636 {
4232 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4637 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4233 { 4638 {
4234 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4639 soundId = item.AssetID;
4235 { 4640 break;
4236 soundId = item.AssetID;
4237 break;
4238 }
4239 } 4641 }
4240 } 4642 }
4643 m_host.TaskInventory.LockItemsForRead(false);
4241 } 4644 }
4242 m_host.CollisionSound = soundId; 4645 m_host.CollisionSound = soundId;
4243 m_host.CollisionSoundVolume = (float)impact_volume; 4646 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4277,6 +4680,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4277 UUID partItemID; 4680 UUID partItemID;
4278 foreach (SceneObjectPart part in parts) 4681 foreach (SceneObjectPart part in parts)
4279 { 4682 {
4683 //Clone is thread safe
4280 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4684 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4281 4685
4282 foreach (TaskInventoryItem item in itemsDictionary.Values) 4686 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4410,7 +4814,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4410 { 4814 {
4411 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4815 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4412 float distance_term = distance * distance * distance; // Script Energy 4816 float distance_term = distance * distance * distance; // Script Energy
4413 float pusher_mass = m_host.GetMass(); 4817 // use total object mass and not part
4818 float pusher_mass = m_host.ParentGroup.GetMass();
4414 4819
4415 float PUSH_ATTENUATION_DISTANCE = 17f; 4820 float PUSH_ATTENUATION_DISTANCE = 17f;
4416 float PUSH_ATTENUATION_SCALE = 5f; 4821 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4649,23 +5054,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4649 { 5054 {
4650 m_host.AddScriptLPS(1); 5055 m_host.AddScriptLPS(1);
4651 5056
4652 lock (m_host.TaskInventory) 5057 m_host.TaskInventory.LockItemsForRead(true);
5058 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4653 { 5059 {
4654 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5060 if (inv.Value.Name == name)
4655 { 5061 {
4656 if (inv.Value.Name == name) 5062 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4657 { 5063 {
4658 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5064 m_host.TaskInventory.LockItemsForRead(false);
4659 { 5065 return inv.Value.AssetID.ToString();
4660 return inv.Value.AssetID.ToString(); 5066 }
4661 } 5067 else
4662 else 5068 {
4663 { 5069 m_host.TaskInventory.LockItemsForRead(false);
4664 return UUID.Zero.ToString(); 5070 return UUID.Zero.ToString();
4665 }
4666 } 5071 }
4667 } 5072 }
4668 } 5073 }
5074 m_host.TaskInventory.LockItemsForRead(false);
4669 5075
4670 return UUID.Zero.ToString(); 5076 return UUID.Zero.ToString();
4671 } 5077 }
@@ -4799,7 +5205,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4799 public LSL_Vector llGetCenterOfMass() 5205 public LSL_Vector llGetCenterOfMass()
4800 { 5206 {
4801 m_host.AddScriptLPS(1); 5207 m_host.AddScriptLPS(1);
4802 Vector3 center = m_host.GetGeometricCenter(); 5208 Vector3 center = m_host.GetCenterOfMass();
4803 return new LSL_Vector(center.X,center.Y,center.Z); 5209 return new LSL_Vector(center.X,center.Y,center.Z);
4804 } 5210 }
4805 5211
@@ -4818,14 +5224,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4818 { 5224 {
4819 m_host.AddScriptLPS(1); 5225 m_host.AddScriptLPS(1);
4820 5226
4821 if (src == null) 5227 return src.Length;
4822 {
4823 return 0;
4824 }
4825 else
4826 {
4827 return src.Length;
4828 }
4829 } 5228 }
4830 5229
4831 public LSL_Integer llList2Integer(LSL_List src, int index) 5230 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4871,7 +5270,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4871 else if (src.Data[index] is LSL_Float) 5270 else if (src.Data[index] is LSL_Float)
4872 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5271 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4873 else if (src.Data[index] is LSL_String) 5272 else if (src.Data[index] is LSL_String)
4874 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5273 {
5274 string str = ((LSL_String) src.Data[index]).m_string;
5275 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5276 if (m != Match.Empty)
5277 {
5278 str = m.Value;
5279 double d = 0.0;
5280 if (!Double.TryParse(str, out d))
5281 return 0.0;
5282
5283 return d;
5284 }
5285 return 0.0;
5286 }
4875 return Convert.ToDouble(src.Data[index]); 5287 return Convert.ToDouble(src.Data[index]);
4876 } 5288 }
4877 catch (FormatException) 5289 catch (FormatException)
@@ -5144,7 +5556,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5144 } 5556 }
5145 } 5557 }
5146 } 5558 }
5147 else { 5559 else
5560 {
5148 object[] array = new object[src.Length]; 5561 object[] array = new object[src.Length];
5149 Array.Copy(src.Data, 0, array, 0, src.Length); 5562 Array.Copy(src.Data, 0, array, 0, src.Length);
5150 result = new LSL_List(array); 5563 result = new LSL_List(array);
@@ -5251,7 +5664,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5251 public LSL_Integer llGetRegionAgentCount() 5664 public LSL_Integer llGetRegionAgentCount()
5252 { 5665 {
5253 m_host.AddScriptLPS(1); 5666 m_host.AddScriptLPS(1);
5254 return new LSL_Integer(World.GetRootAgentCount()); 5667
5668 int count = 0;
5669 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5670 count++;
5671 });
5672
5673 return new LSL_Integer(count);
5255 } 5674 }
5256 5675
5257 public LSL_Vector llGetRegionCorner() 5676 public LSL_Vector llGetRegionCorner()
@@ -5531,6 +5950,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5531 flags |= ScriptBaseClass.AGENT_SITTING; 5950 flags |= ScriptBaseClass.AGENT_SITTING;
5532 } 5951 }
5533 5952
5953 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
5954 {
5955 flags |= ScriptBaseClass.AGENT_MALE;
5956 }
5957
5534 return flags; 5958 return flags;
5535 } 5959 }
5536 5960
@@ -5678,10 +6102,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5678 m_host.AddScriptLPS(1); 6102 m_host.AddScriptLPS(1);
5679 6103
5680 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6104 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5681 6105 if (parts.Count > 0)
5682 foreach (var part in parts)
5683 { 6106 {
5684 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6107 try
6108 {
6109 parts[0].ParentGroup.areUpdatesSuspended = true;
6110 foreach (var part in parts)
6111 {
6112 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6113 }
6114 }
6115 finally
6116 {
6117 parts[0].ParentGroup.areUpdatesSuspended = false;
6118 }
5685 } 6119 }
5686 } 6120 }
5687 6121
@@ -5733,13 +6167,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5733 6167
5734 if (m_host.OwnerID == land.LandData.OwnerID) 6168 if (m_host.OwnerID == land.LandData.OwnerID)
5735 { 6169 {
5736 World.TeleportClientHome(agentID, presence.ControllingClient); 6170 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6171 presence.TeleportWithMomentum(pos, null);
6172 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5737 } 6173 }
5738 } 6174 }
5739 } 6175 }
5740 ScriptSleep(5000); 6176 ScriptSleep(5000);
5741 } 6177 }
5742 6178
6179 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6180 {
6181 return ParseString2List(str, separators, in_spacers, false);
6182 }
6183
5743 public LSL_Integer llOverMyLand(string id) 6184 public LSL_Integer llOverMyLand(string id)
5744 { 6185 {
5745 m_host.AddScriptLPS(1); 6186 m_host.AddScriptLPS(1);
@@ -5804,8 +6245,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5804 UUID agentId = new UUID(); 6245 UUID agentId = new UUID();
5805 if (!UUID.TryParse(agent, out agentId)) 6246 if (!UUID.TryParse(agent, out agentId))
5806 return new LSL_Integer(0); 6247 return new LSL_Integer(0);
6248 if (agentId == m_host.GroupID)
6249 return new LSL_Integer(1);
5807 ScenePresence presence = World.GetScenePresence(agentId); 6250 ScenePresence presence = World.GetScenePresence(agentId);
5808 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6251 if (presence == null || presence.IsChildAgent) // Return false for child agents
5809 return new LSL_Integer(0); 6252 return new LSL_Integer(0);
5810 IClientAPI client = presence.ControllingClient; 6253 IClientAPI client = presence.ControllingClient;
5811 if (m_host.GroupID == client.ActiveGroupId) 6254 if (m_host.GroupID == client.ActiveGroupId)
@@ -5940,7 +6383,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5940 return m_host.ParentGroup.AttachmentPoint; 6383 return m_host.ParentGroup.AttachmentPoint;
5941 } 6384 }
5942 6385
5943 public LSL_Integer llGetFreeMemory() 6386 public virtual LSL_Integer llGetFreeMemory()
5944 { 6387 {
5945 m_host.AddScriptLPS(1); 6388 m_host.AddScriptLPS(1);
5946 // Make scripts designed for LSO happy 6389 // Make scripts designed for LSO happy
@@ -6057,7 +6500,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6057 SetParticleSystem(m_host, rules); 6500 SetParticleSystem(m_host, rules);
6058 } 6501 }
6059 6502
6060 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6503 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6504 {
6061 6505
6062 6506
6063 if (rules.Length == 0) 6507 if (rules.Length == 0)
@@ -6251,14 +6695,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6251 6695
6252 protected UUID GetTaskInventoryItem(string name) 6696 protected UUID GetTaskInventoryItem(string name)
6253 { 6697 {
6254 lock (m_host.TaskInventory) 6698 m_host.TaskInventory.LockItemsForRead(true);
6699 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6255 { 6700 {
6256 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6701 if (inv.Value.Name == name)
6257 { 6702 {
6258 if (inv.Value.Name == name) 6703 m_host.TaskInventory.LockItemsForRead(false);
6259 return inv.Key; 6704 return inv.Key;
6260 } 6705 }
6261 } 6706 }
6707 m_host.TaskInventory.LockItemsForRead(false);
6262 6708
6263 return UUID.Zero; 6709 return UUID.Zero;
6264 } 6710 }
@@ -6296,16 +6742,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6296 if (folderID == UUID.Zero) 6742 if (folderID == UUID.Zero)
6297 return; 6743 return;
6298 6744
6299 byte[] bucket = new byte[17]; 6745 byte[] bucket = new byte[1];
6300 bucket[0] = (byte)AssetType.Folder; 6746 bucket[0] = (byte)AssetType.Folder;
6301 byte[] objBytes = folderID.GetBytes(); 6747 //byte[] objBytes = folderID.GetBytes();
6302 Array.Copy(objBytes, 0, bucket, 1, 16); 6748 //Array.Copy(objBytes, 0, bucket, 1, 16);
6303 6749
6304 GridInstantMessage msg = new GridInstantMessage(World, 6750 GridInstantMessage msg = new GridInstantMessage(World,
6305 m_host.UUID, m_host.Name+", an object owned by "+ 6751 m_host.OwnerID, m_host.Name, destID,
6306 resolveName(m_host.OwnerID)+",", destID, 6752 (byte)InstantMessageDialog.TaskInventoryOffered,
6307 (byte)InstantMessageDialog.InventoryOffered, 6753 false, category+". "+m_host.Name+" is located at "+
6308 false, category+"\n"+m_host.Name+" is located at "+
6309 World.RegionInfo.RegionName+" "+ 6754 World.RegionInfo.RegionName+" "+
6310 m_host.AbsolutePosition.ToString(), 6755 m_host.AbsolutePosition.ToString(),
6311 folderID, true, m_host.AbsolutePosition, 6756 folderID, true, m_host.AbsolutePosition,
@@ -6543,13 +6988,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6543 UUID av = new UUID(); 6988 UUID av = new UUID();
6544 if (!UUID.TryParse(avatar,out av)) 6989 if (!UUID.TryParse(avatar,out av))
6545 { 6990 {
6546 LSLError("First parameter to llDialog needs to be a key"); 6991 //LSLError("First parameter to llDialog needs to be a key");
6547 return; 6992 return;
6548 } 6993 }
6549 if (buttons.Length < 1) 6994 if (buttons.Length < 1)
6550 { 6995 {
6551 LSLError("No less than 1 button can be shown"); 6996 buttons.Add("OK");
6552 return;
6553 } 6997 }
6554 if (buttons.Length > 12) 6998 if (buttons.Length > 12)
6555 { 6999 {
@@ -6566,7 +7010,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6566 } 7010 }
6567 if (buttons.Data[i].ToString().Length > 24) 7011 if (buttons.Data[i].ToString().Length > 24)
6568 { 7012 {
6569 LSLError("button label cannot be longer than 24 characters"); 7013 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6570 return; 7014 return;
6571 } 7015 }
6572 buts[i] = buttons.Data[i].ToString(); 7016 buts[i] = buttons.Data[i].ToString();
@@ -6625,22 +7069,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6625 } 7069 }
6626 7070
6627 // copy the first script found with this inventory name 7071 // copy the first script found with this inventory name
6628 lock (m_host.TaskInventory) 7072 TaskInventoryItem scriptItem = null;
7073 m_host.TaskInventory.LockItemsForRead(true);
7074 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6629 { 7075 {
6630 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7076 if (inv.Value.Name == name)
6631 { 7077 {
6632 if (inv.Value.Name == name) 7078 // make sure the object is a script
7079 if (10 == inv.Value.Type)
6633 { 7080 {
6634 // make sure the object is a script 7081 found = true;
6635 if (10 == inv.Value.Type) 7082 srcId = inv.Key;
6636 { 7083 scriptItem = inv.Value;
6637 found = true; 7084 break;
6638 srcId = inv.Key;
6639 break;
6640 }
6641 } 7085 }
6642 } 7086 }
6643 } 7087 }
7088 m_host.TaskInventory.LockItemsForRead(false);
6644 7089
6645 if (!found) 7090 if (!found)
6646 { 7091 {
@@ -6648,9 +7093,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6648 return; 7093 return;
6649 } 7094 }
6650 7095
6651 // the rest of the permission checks are done in RezScript, so check the pin there as well 7096 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6652 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7097 if (dest != null)
7098 {
7099 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7100 {
7101 // the rest of the permission checks are done in RezScript, so check the pin there as well
7102 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6653 7103
7104 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7105 m_host.Inventory.RemoveInventoryItem(srcId);
7106 }
7107 }
6654 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7108 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6655 ScriptSleep(3000); 7109 ScriptSleep(3000);
6656 } 7110 }
@@ -6713,19 +7167,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6713 public LSL_String llMD5String(string src, int nonce) 7167 public LSL_String llMD5String(string src, int nonce)
6714 { 7168 {
6715 m_host.AddScriptLPS(1); 7169 m_host.AddScriptLPS(1);
6716 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7170 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6717 } 7171 }
6718 7172
6719 public LSL_String llSHA1String(string src) 7173 public LSL_String llSHA1String(string src)
6720 { 7174 {
6721 m_host.AddScriptLPS(1); 7175 m_host.AddScriptLPS(1);
6722 return Util.SHA1Hash(src).ToLower(); 7176 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6723 } 7177 }
6724 7178
6725 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7179 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6726 { 7180 {
6727 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7181 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6728 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7182 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7183 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7184 return shapeBlock;
6729 7185
6730 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7186 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6731 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7187 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6830,6 +7286,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6830 // Prim type box, cylinder and prism. 7286 // Prim type box, cylinder and prism.
6831 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7287 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6832 { 7288 {
7289 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7290 return;
7291
6833 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7292 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6834 ObjectShapePacket.ObjectDataBlock shapeBlock; 7293 ObjectShapePacket.ObjectDataBlock shapeBlock;
6835 7294
@@ -6883,6 +7342,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6883 // Prim type sphere. 7342 // Prim type sphere.
6884 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7343 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6885 { 7344 {
7345 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7346 return;
7347
6886 ObjectShapePacket.ObjectDataBlock shapeBlock; 7348 ObjectShapePacket.ObjectDataBlock shapeBlock;
6887 7349
6888 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7350 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6924,6 +7386,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6924 // Prim type torus, tube and ring. 7386 // Prim type torus, tube and ring.
6925 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 profileshape, byte pathcurve) 7387 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 profileshape, byte pathcurve)
6926 { 7388 {
7389 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7390 return;
7391
6927 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7392 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6928 ObjectShapePacket.ObjectDataBlock shapeBlock; 7393 ObjectShapePacket.ObjectDataBlock shapeBlock;
6929 7394
@@ -7059,6 +7524,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7059 // Prim type sculpt. 7524 // Prim type sculpt.
7060 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7525 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7061 { 7526 {
7527 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7528 return;
7529
7062 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7530 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7063 UUID sculptId; 7531 UUID sculptId;
7064 7532
@@ -7083,7 +7551,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7083 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7551 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7084 { 7552 {
7085 // default 7553 // default
7086 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7554 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7087 } 7555 }
7088 7556
7089 part.Shape.SetSculptProperties((byte)type, sculptId); 7557 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7099,32 +7567,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7099 ScriptSleep(200); 7567 ScriptSleep(200);
7100 } 7568 }
7101 7569
7102 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7570 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7103 { 7571 {
7104 m_host.AddScriptLPS(1); 7572 m_host.AddScriptLPS(1);
7105 7573
7106 setLinkPrimParams(linknumber, rules); 7574 setLinkPrimParams(linknumber, rules);
7575 }
7107 7576
7108 ScriptSleep(200); 7577 private void setLinkPrimParams(int linknumber, LSL_List rules)
7578 {
7579 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7580 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7581 if (parts.Count>0)
7582 {
7583 try
7584 {
7585 parts[0].ParentGroup.areUpdatesSuspended = true;
7586 foreach (SceneObjectPart part in parts)
7587 SetPrimParams(part, rules);
7588 }
7589 finally
7590 {
7591 parts[0].ParentGroup.areUpdatesSuspended = false;
7592 }
7593 }
7594 if (avatars.Count > 0)
7595 {
7596 foreach (ScenePresence avatar in avatars)
7597 SetPrimParams(avatar, rules);
7598 }
7109 } 7599 }
7110 7600
7111 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7601 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7602 float material_density, float material_friction,
7603 float material_restitution, float material_gravity_modifier)
7112 { 7604 {
7113 m_host.AddScriptLPS(1); 7605 ExtraPhysicsData physdata = new ExtraPhysicsData();
7606 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7607 physdata.Density = part.Density;
7608 physdata.Friction = part.Friction;
7609 physdata.Bounce = part.Bounciness;
7610 physdata.GravitationModifier = part.GravityModifier;
7114 7611
7115 setLinkPrimParams(linknumber, rules); 7612 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7613 physdata.Density = material_density;
7614 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7615 physdata.Friction = material_friction;
7616 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7617 physdata.Bounce = material_restitution;
7618 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7619 physdata.GravitationModifier = material_gravity_modifier;
7620
7621 part.UpdateExtraPhysics(physdata);
7116 } 7622 }
7117 7623
7118 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7624 public void llSetPhysicsMaterial(int material_bits,
7625 float material_gravity_modifier, float material_restitution,
7626 float material_friction, float material_density)
7119 { 7627 {
7120 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7628 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7629 }
7121 7630
7122 foreach (SceneObjectPart part in parts) 7631 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7123 SetPrimParams(part, rules); 7632 {
7633 llSetLinkPrimitiveParamsFast(linknumber, rules);
7634 ScriptSleep(200);
7635 }
7636
7637 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7638 {
7639 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7640 //We only support PRIM_POSITION and PRIM_ROTATION
7641
7642 int idx = 0;
7643
7644 while (idx < rules.Length)
7645 {
7646 int code = rules.GetLSLIntegerItem(idx++);
7647
7648 int remain = rules.Length - idx;
7649
7650 switch (code)
7651 {
7652 case (int)ScriptBaseClass.PRIM_POSITION:
7653 {
7654 if (remain < 1)
7655 return;
7656 LSL_Vector v;
7657 v = rules.GetVector3Item(idx++);
7658
7659 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7660 if (part == null)
7661 break;
7662
7663 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7664 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7665 if (llGetLinkNumber() > 1)
7666 {
7667 localRot = llGetLocalRot();
7668 localPos = llGetLocalPos();
7669 }
7670
7671 v -= localPos;
7672 v /= localRot;
7673
7674 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7675
7676 v = v + 2 * sitOffset;
7677
7678 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7679 av.SendAvatarDataToAllAgents();
7680
7681 }
7682 break;
7683
7684 case (int)ScriptBaseClass.PRIM_ROTATION:
7685 {
7686 if (remain < 1)
7687 return;
7688
7689 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7690 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7691 if (llGetLinkNumber() > 1)
7692 {
7693 localRot = llGetLocalRot();
7694 localPos = llGetLocalPos();
7695 }
7696
7697 LSL_Rotation r;
7698 r = rules.GetQuaternionItem(idx++);
7699 r = r * llGetRootRotation() / localRot;
7700 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7701 av.SendAvatarDataToAllAgents();
7702 }
7703 break;
7704 }
7705 }
7124 } 7706 }
7125 7707
7126 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7708 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7127 { 7709 {
7710 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7711 return;
7712
7128 int idx = 0; 7713 int idx = 0;
7129 7714
7130 bool positionChanged = false; 7715 bool positionChanged = false;
@@ -7446,6 +8031,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7446 part.ScriptSetPhysicsStatus(physics); 8031 part.ScriptSetPhysicsStatus(physics);
7447 break; 8032 break;
7448 8033
8034 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8035 if (remain < 1)
8036 return;
8037
8038 int shape_type = rules.GetLSLIntegerItem(idx++);
8039
8040 ExtraPhysicsData physdata = new ExtraPhysicsData();
8041 physdata.Density = part.Density;
8042 physdata.Bounce = part.Bounciness;
8043 physdata.GravitationModifier = part.GravityModifier;
8044 physdata.PhysShapeType = (PhysShapeType)shape_type;
8045
8046 part.UpdateExtraPhysics(physdata);
8047
8048 break;
8049
8050 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8051 if (remain < 5)
8052 return;
8053
8054 int material_bits = rules.GetLSLIntegerItem(idx++);
8055 float material_density = (float)rules.GetLSLFloatItem(idx++);
8056 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8057 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8058 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8059
8060 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8061
8062 break;
8063
7449 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8064 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7450 if (remain < 1) 8065 if (remain < 1)
7451 return; 8066 return;
@@ -7519,7 +8134,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7519 if (part.ParentGroup.RootPart == part) 8134 if (part.ParentGroup.RootPart == part)
7520 { 8135 {
7521 SceneObjectGroup parent = part.ParentGroup; 8136 SceneObjectGroup parent = part.ParentGroup;
7522 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8137 Util.FireAndForget(delegate(object x) {
8138 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8139 });
7523 } 8140 }
7524 else 8141 else
7525 { 8142 {
@@ -7530,6 +8147,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7530 } 8147 }
7531 } 8148 }
7532 } 8149 }
8150
8151 if (positionChanged)
8152 {
8153 if (part.ParentGroup.RootPart == part)
8154 {
8155 SceneObjectGroup parent = part.ParentGroup;
8156 Util.FireAndForget(delegate(object x) {
8157 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8158 });
8159 }
8160 else
8161 {
8162 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8163 SceneObjectGroup parent = part.ParentGroup;
8164 parent.HasGroupChanged = true;
8165 parent.ScheduleGroupForTerseUpdate();
8166 }
8167 }
7533 } 8168 }
7534 8169
7535 public LSL_String llStringToBase64(string str) 8170 public LSL_String llStringToBase64(string str)
@@ -7690,13 +8325,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7690 public LSL_Integer llGetNumberOfPrims() 8325 public LSL_Integer llGetNumberOfPrims()
7691 { 8326 {
7692 m_host.AddScriptLPS(1); 8327 m_host.AddScriptLPS(1);
7693 int avatarCount = 0; 8328 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7694 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8329
7695 {
7696 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7697 avatarCount++;
7698 });
7699
7700 return m_host.ParentGroup.PrimCount + avatarCount; 8330 return m_host.ParentGroup.PrimCount + avatarCount;
7701 } 8331 }
7702 8332
@@ -7712,55 +8342,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7712 m_host.AddScriptLPS(1); 8342 m_host.AddScriptLPS(1);
7713 UUID objID = UUID.Zero; 8343 UUID objID = UUID.Zero;
7714 LSL_List result = new LSL_List(); 8344 LSL_List result = new LSL_List();
8345
8346 // If the ID is not valid, return null result
7715 if (!UUID.TryParse(obj, out objID)) 8347 if (!UUID.TryParse(obj, out objID))
7716 { 8348 {
7717 result.Add(new LSL_Vector()); 8349 result.Add(new LSL_Vector());
7718 result.Add(new LSL_Vector()); 8350 result.Add(new LSL_Vector());
7719 return result; 8351 return result;
7720 } 8352 }
8353
8354 // Check if this is an attached prim. If so, replace
8355 // the UUID with the avatar UUID and report it's bounding box
8356 SceneObjectPart part = World.GetSceneObjectPart(objID);
8357 if (part != null && part.ParentGroup.IsAttachment)
8358 objID = part.ParentGroup.AttachedAvatar;
8359
8360 // Find out if this is an avatar ID. If so, return it's box
7721 ScenePresence presence = World.GetScenePresence(objID); 8361 ScenePresence presence = World.GetScenePresence(objID);
7722 if (presence != null) 8362 if (presence != null)
7723 { 8363 {
7724 if (presence.ParentID == 0) // not sat on an object 8364 // As per LSL Wiki, there is no difference between sitting
8365 // and standing avatar since server 1.36
8366 LSL_Vector lower;
8367 LSL_Vector upper;
8368 if (presence.Animator.Animations.DefaultAnimation.AnimID
8369 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7725 { 8370 {
7726 LSL_Vector lower; 8371 // This is for ground sitting avatars
7727 LSL_Vector upper; 8372 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7728 if (presence.Animator.Animations.DefaultAnimation.AnimID 8373 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7729 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8374 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7730 {
7731 // This is for ground sitting avatars
7732 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7733 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7734 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7735 }
7736 else
7737 {
7738 // This is for standing/flying avatars
7739 float height = presence.Appearance.AvatarHeight / 2.0f;
7740 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7741 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7742 }
7743 result.Add(lower);
7744 result.Add(upper);
7745 return result;
7746 } 8375 }
7747 else 8376 else
7748 { 8377 {
7749 // sitting on an object so we need the bounding box of that 8378 // This is for standing/flying avatars
7750 // which should include the avatar so set the UUID to the 8379 float height = presence.Appearance.AvatarHeight / 2.0f;
7751 // UUID of the object the avatar is sat on and allow it to fall through 8380 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7752 // to processing an object 8381 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7753 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7754 objID = p.UUID;
7755 } 8382 }
8383
8384 // Adjust to the documented error offsets (see LSL Wiki)
8385 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8386 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8387
8388 if (lower.x > upper.x)
8389 lower.x = upper.x;
8390 if (lower.y > upper.y)
8391 lower.y = upper.y;
8392 if (lower.z > upper.z)
8393 lower.z = upper.z;
8394
8395 result.Add(lower);
8396 result.Add(upper);
8397 return result;
7756 } 8398 }
7757 SceneObjectPart part = World.GetSceneObjectPart(objID); 8399
8400 part = World.GetSceneObjectPart(objID);
7758 // Currently only works for single prims without a sitting avatar 8401 // Currently only works for single prims without a sitting avatar
7759 if (part != null) 8402 if (part != null)
7760 { 8403 {
7761 Vector3 halfSize = part.Scale / 2.0f; 8404 float minX;
7762 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8405 float maxX;
7763 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8406 float minY;
8407 float maxY;
8408 float minZ;
8409 float maxZ;
8410
8411 // This BBox is in sim coordinates, with the offset being
8412 // a contained point.
8413 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8414 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8415
8416 minX -= offsets[0].X;
8417 maxX -= offsets[0].X;
8418 minY -= offsets[0].Y;
8419 maxY -= offsets[0].Y;
8420 minZ -= offsets[0].Z;
8421 maxZ -= offsets[0].Z;
8422
8423 LSL_Vector lower;
8424 LSL_Vector upper;
8425
8426 // Adjust to the documented error offsets (see LSL Wiki)
8427 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8428 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8429
8430 if (lower.x > upper.x)
8431 lower.x = upper.x;
8432 if (lower.y > upper.y)
8433 lower.y = upper.y;
8434 if (lower.z > upper.z)
8435 lower.z = upper.z;
8436
7764 result.Add(lower); 8437 result.Add(lower);
7765 result.Add(upper); 8438 result.Add(upper);
7766 return result; 8439 return result;
@@ -7774,7 +8447,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7774 8447
7775 public LSL_Vector llGetGeometricCenter() 8448 public LSL_Vector llGetGeometricCenter()
7776 { 8449 {
7777 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8450 Vector3 tmp = m_host.GetGeometricCenter();
8451 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7778 } 8452 }
7779 8453
7780 public LSL_List llGetPrimitiveParams(LSL_List rules) 8454 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7840,13 +8514,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7840 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8514 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7841 part.AbsolutePosition.Y, 8515 part.AbsolutePosition.Y,
7842 part.AbsolutePosition.Z); 8516 part.AbsolutePosition.Z);
7843 // For some reason, the part.AbsolutePosition.* values do not change if the
7844 // linkset is rotated; they always reflect the child prim's world position
7845 // as though the linkset is unrotated. This is incompatible behavior with SL's
7846 // implementation, so will break scripts imported from there (not to mention it
7847 // makes it more difficult to determine a child prim's actual inworld position).
7848 if (part.ParentID != 0)
7849 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7850 res.Add(v); 8517 res.Add(v);
7851 break; 8518 break;
7852 8519
@@ -8017,56 +8684,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8017 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8684 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8018 if (remain < 1) 8685 if (remain < 1)
8019 return res; 8686 return res;
8020 8687 face = (int)rules.GetLSLIntegerItem(idx++);
8021 face=(int)rules.GetLSLIntegerItem(idx++);
8022 8688
8023 tex = part.Shape.Textures; 8689 tex = part.Shape.Textures;
8690 int shiny;
8024 if (face == ScriptBaseClass.ALL_SIDES) 8691 if (face == ScriptBaseClass.ALL_SIDES)
8025 { 8692 {
8026 for (face = 0; face < GetNumberOfSides(part); face++) 8693 for (face = 0; face < GetNumberOfSides(part); face++)
8027 { 8694 {
8028 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8695 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8029 // Convert Shininess to PRIM_SHINY_* 8696 if (shinyness == Shininess.High)
8030 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8697 {
8031 // PRIM_BUMP_* 8698 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8032 res.Add(new LSL_Integer((int)texface.Bump)); 8699 }
8700 else if (shinyness == Shininess.Medium)
8701 {
8702 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8703 }
8704 else if (shinyness == Shininess.Low)
8705 {
8706 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8707 }
8708 else
8709 {
8710 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8711 }
8712 res.Add(new LSL_Integer(shiny));
8713 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8033 } 8714 }
8034 } 8715 }
8035 else 8716 else
8036 { 8717 {
8037 if (face >= 0 && face < GetNumberOfSides(part)) 8718 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8719 if (shinyness == Shininess.High)
8038 { 8720 {
8039 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8721 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8040 // Convert Shininess to PRIM_SHINY_* 8722 }
8041 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8723 else if (shinyness == Shininess.Medium)
8042 // PRIM_BUMP_* 8724 {
8043 res.Add(new LSL_Integer((int)texface.Bump)); 8725 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8726 }
8727 else if (shinyness == Shininess.Low)
8728 {
8729 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8044 } 8730 }
8731 else
8732 {
8733 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8734 }
8735 res.Add(new LSL_Integer(shiny));
8736 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8045 } 8737 }
8046 break; 8738 break;
8047 8739
8048 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8740 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8049 if (remain < 1) 8741 if (remain < 1)
8050 return res; 8742 return res;
8051 8743 face = (int)rules.GetLSLIntegerItem(idx++);
8052 face=(int)rules.GetLSLIntegerItem(idx++);
8053 8744
8054 tex = part.Shape.Textures; 8745 tex = part.Shape.Textures;
8746 int fullbright;
8055 if (face == ScriptBaseClass.ALL_SIDES) 8747 if (face == ScriptBaseClass.ALL_SIDES)
8056 { 8748 {
8057 for (face = 0; face < GetNumberOfSides(part); face++) 8749 for (face = 0; face < GetNumberOfSides(part); face++)
8058 { 8750 {
8059 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8751 if (tex.GetFace((uint)face).Fullbright == true)
8060 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8752 {
8753 fullbright = ScriptBaseClass.TRUE;
8754 }
8755 else
8756 {
8757 fullbright = ScriptBaseClass.FALSE;
8758 }
8759 res.Add(new LSL_Integer(fullbright));
8061 } 8760 }
8062 } 8761 }
8063 else 8762 else
8064 { 8763 {
8065 if (face >= 0 && face < GetNumberOfSides(part)) 8764 if (tex.GetFace((uint)face).Fullbright == true)
8066 { 8765 {
8067 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8766 fullbright = ScriptBaseClass.TRUE;
8068 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8069 } 8767 }
8768 else
8769 {
8770 fullbright = ScriptBaseClass.FALSE;
8771 }
8772 res.Add(new LSL_Integer(fullbright));
8070 } 8773 }
8071 break; 8774 break;
8072 8775
@@ -8088,27 +8791,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8088 break; 8791 break;
8089 8792
8090 case (int)ScriptBaseClass.PRIM_TEXGEN: 8793 case (int)ScriptBaseClass.PRIM_TEXGEN:
8794 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8091 if (remain < 1) 8795 if (remain < 1)
8092 return res; 8796 return res;
8093 8797 face = (int)rules.GetLSLIntegerItem(idx++);
8094 face=(int)rules.GetLSLIntegerItem(idx++);
8095 8798
8096 tex = part.Shape.Textures; 8799 tex = part.Shape.Textures;
8097 if (face == ScriptBaseClass.ALL_SIDES) 8800 if (face == ScriptBaseClass.ALL_SIDES)
8098 { 8801 {
8099 for (face = 0; face < GetNumberOfSides(part); face++) 8802 for (face = 0; face < GetNumberOfSides(part); face++)
8100 { 8803 {
8101 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8804 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8102 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8805 {
8103 res.Add(new LSL_Integer((uint)texgen >> 1)); 8806 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8807 }
8808 else
8809 {
8810 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8811 }
8104 } 8812 }
8105 } 8813 }
8106 else 8814 else
8107 { 8815 {
8108 if (face >= 0 && face < GetNumberOfSides(part)) 8816 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8109 { 8817 {
8110 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8818 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8111 res.Add(new LSL_Integer((uint)texgen >> 1)); 8819 }
8820 else
8821 {
8822 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8112 } 8823 }
8113 } 8824 }
8114 break; 8825 break;
@@ -8131,28 +8842,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8131 case (int)ScriptBaseClass.PRIM_GLOW: 8842 case (int)ScriptBaseClass.PRIM_GLOW:
8132 if (remain < 1) 8843 if (remain < 1)
8133 return res; 8844 return res;
8134 8845 face = (int)rules.GetLSLIntegerItem(idx++);
8135 face=(int)rules.GetLSLIntegerItem(idx++);
8136 8846
8137 tex = part.Shape.Textures; 8847 tex = part.Shape.Textures;
8848 float primglow;
8138 if (face == ScriptBaseClass.ALL_SIDES) 8849 if (face == ScriptBaseClass.ALL_SIDES)
8139 { 8850 {
8140 for (face = 0; face < GetNumberOfSides(part); face++) 8851 for (face = 0; face < GetNumberOfSides(part); face++)
8141 { 8852 {
8142 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8853 primglow = tex.GetFace((uint)face).Glow;
8143 res.Add(new LSL_Float(texface.Glow)); 8854 res.Add(new LSL_Float(primglow));
8144 } 8855 }
8145 } 8856 }
8146 else 8857 else
8147 { 8858 {
8148 if (face >= 0 && face < GetNumberOfSides(part)) 8859 primglow = tex.GetFace((uint)face).Glow;
8149 { 8860 res.Add(new LSL_Float(primglow));
8150 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8151 res.Add(new LSL_Float(texface.Glow));
8152 }
8153 } 8861 }
8154 break; 8862 break;
8155
8156 case (int)ScriptBaseClass.PRIM_TEXT: 8863 case (int)ScriptBaseClass.PRIM_TEXT:
8157 Color4 textColor = part.GetTextColor(); 8864 Color4 textColor = part.GetTextColor();
8158 res.Add(new LSL_String(part.Text)); 8865 res.Add(new LSL_String(part.Text));
@@ -8764,8 +9471,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8764 // The function returns an ordered list 9471 // The function returns an ordered list
8765 // representing the tokens found in the supplied 9472 // representing the tokens found in the supplied
8766 // sources string. If two successive tokenizers 9473 // sources string. If two successive tokenizers
8767 // are encountered, then a NULL entry is added 9474 // are encountered, then a null-string entry is
8768 // to the list. 9475 // added to the list.
8769 // 9476 //
8770 // It is a precondition that the source and 9477 // It is a precondition that the source and
8771 // toekizer lisst are non-null. If they are null, 9478 // toekizer lisst are non-null. If they are null,
@@ -8773,7 +9480,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8773 // while their lengths are being determined. 9480 // while their lengths are being determined.
8774 // 9481 //
8775 // A small amount of working memoryis required 9482 // A small amount of working memoryis required
8776 // of approximately 8*#tokenizers. 9483 // of approximately 8*#tokenizers + 8*srcstrlen.
8777 // 9484 //
8778 // There are many ways in which this function 9485 // There are many ways in which this function
8779 // can be implemented, this implementation is 9486 // can be implemented, this implementation is
@@ -8789,155 +9496,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8789 // and eliminates redundant tokenizers as soon 9496 // and eliminates redundant tokenizers as soon
8790 // as is possible. 9497 // as is possible.
8791 // 9498 //
8792 // The implementation tries to avoid any copying 9499 // The implementation tries to minimize temporary
8793 // of arrays or other objects. 9500 // garbage generation.
8794 // </remarks> 9501 // </remarks>
8795 9502
8796 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9503 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8797 { 9504 {
8798 int beginning = 0; 9505 return ParseString2List(src, separators, spacers, true);
8799 int srclen = src.Length; 9506 }
8800 int seplen = separators.Length;
8801 object[] separray = separators.Data;
8802 int spclen = spacers.Length;
8803 object[] spcarray = spacers.Data;
8804 int mlen = seplen+spclen;
8805
8806 int[] offset = new int[mlen+1];
8807 bool[] active = new bool[mlen];
8808
8809 int best;
8810 int j;
8811
8812 // Initial capacity reduces resize cost
8813 9507
8814 LSL_List tokens = new LSL_List(); 9508 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9509 {
9510 int srclen = src.Length;
9511 int seplen = separators.Length;
9512 object[] separray = separators.Data;
9513 int spclen = spacers.Length;
9514 object[] spcarray = spacers.Data;
9515 int dellen = 0;
9516 string[] delarray = new string[seplen+spclen];
8815 9517
8816 // All entries are initially valid 9518 int outlen = 0;
9519 string[] outarray = new string[srclen*2+1];
8817 9520
8818 for (int i = 0; i < mlen; i++) 9521 int i, j;
8819 active[i] = true; 9522 string d;
8820 9523
8821 offset[mlen] = srclen; 9524 m_host.AddScriptLPS(1);
8822 9525
8823 while (beginning < srclen) 9526 /*
9527 * Convert separator and spacer lists to C# strings.
9528 * Also filter out null strings so we don't hang.
9529 */
9530 for (i = 0; i < seplen; i ++)
8824 { 9531 {
9532 d = separray[i].ToString();
9533 if (d.Length > 0)
9534 {
9535 delarray[dellen++] = d;
9536 }
9537 }
9538 seplen = dellen;
8825 9539
8826 best = mlen; // as bad as it gets 9540 for (i = 0; i < spclen; i ++)
9541 {
9542 d = spcarray[i].ToString();
9543 if (d.Length > 0)
9544 {
9545 delarray[dellen++] = d;
9546 }
9547 }
8827 9548
8828 // Scan for separators 9549 /*
9550 * Scan through source string from beginning to end.
9551 */
9552 for (i = 0;;)
9553 {
8829 9554
8830 for (j = 0; j < seplen; j++) 9555 /*
9556 * Find earliest delimeter in src starting at i (if any).
9557 */
9558 int earliestDel = -1;
9559 int earliestSrc = srclen;
9560 string earliestStr = null;
9561 for (j = 0; j < dellen; j ++)
8831 { 9562 {
8832 if (separray[j].ToString() == String.Empty) 9563 d = delarray[j];
8833 active[j] = false; 9564 if (d != null)
8834
8835 if (active[j])
8836 { 9565 {
8837 // scan all of the markers 9566 int index = src.IndexOf(d, i);
8838 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9567 if (index < 0)
8839 { 9568 {
8840 // not present at all 9569 delarray[j] = null; // delim nowhere in src, don't check it anymore
8841 active[j] = false;
8842 } 9570 }
8843 else 9571 else if (index < earliestSrc)
8844 { 9572 {
8845 // present and correct 9573 earliestSrc = index; // where delimeter starts in source string
8846 if (offset[j] < offset[best]) 9574 earliestDel = j; // where delimeter is in delarray[]
8847 { 9575 earliestStr = d; // the delimeter string from delarray[]
8848 // closest so far 9576 if (index == i) break; // can't do any better than found at beg of string
8849 best = j;
8850 if (offset[best] == beginning)
8851 break;
8852 }
8853 } 9577 }
8854 } 9578 }
8855 } 9579 }
8856 9580
8857 // Scan for spacers 9581 /*
8858 9582 * Output source string starting at i through start of earliest delimeter.
8859 if (offset[best] != beginning) 9583 */
9584 if (keepNulls || (earliestSrc > i))
8860 { 9585 {
8861 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9586 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8862 {
8863 if (spcarray[j-seplen].ToString() == String.Empty)
8864 active[j] = false;
8865
8866 if (active[j])
8867 {
8868 // scan all of the markers
8869 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8870 {
8871 // not present at all
8872 active[j] = false;
8873 }
8874 else
8875 {
8876 // present and correct
8877 if (offset[j] < offset[best])
8878 {
8879 // closest so far
8880 best = j;
8881 }
8882 }
8883 }
8884 }
8885 } 9587 }
8886 9588
8887 // This is the normal exit from the scanning loop 9589 /*
9590 * If no delimeter found at or after i, we're done scanning.
9591 */
9592 if (earliestDel < 0) break;
8888 9593
8889 if (best == mlen) 9594 /*
9595 * If delimeter was a spacer, output the spacer.
9596 */
9597 if (earliestDel >= seplen)
8890 { 9598 {
8891 // no markers were found on this pass 9599 outarray[outlen++] = earliestStr;
8892 // so we're pretty much done
8893 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8894 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8895 break;
8896 } 9600 }
8897 9601
8898 // Otherwise we just add the newly delimited token 9602 /*
8899 // and recalculate where the search should continue. 9603 * Look at rest of src string following delimeter.
8900 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9604 */
8901 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9605 i = earliestSrc + earliestStr.Length;
8902
8903 if (best < seplen)
8904 {
8905 beginning = offset[best] + (separray[best].ToString()).Length;
8906 }
8907 else
8908 {
8909 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8910 string str = spcarray[best - seplen].ToString();
8911 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8912 tokens.Add(new LSL_String(str));
8913 }
8914 } 9606 }
8915 9607
8916 // This an awkward an not very intuitive boundary case. If the 9608 /*
8917 // last substring is a tokenizer, then there is an implied trailing 9609 * Make up an exact-sized output array suitable for an LSL_List object.
8918 // null list entry. Hopefully the single comparison will not be too 9610 */
8919 // arduous. Alternatively the 'break' could be replced with a return 9611 object[] outlist = new object[outlen];
8920 // but that's shabby programming. 9612 for (i = 0; i < outlen; i ++)
8921
8922 if ((beginning == srclen) && (keepNulls))
8923 { 9613 {
8924 if (srclen != 0) 9614 outlist[i] = new LSL_String(outarray[i]);
8925 tokens.Add(new LSL_String(""));
8926 } 9615 }
8927 9616 return new LSL_List(outlist);
8928 return tokens;
8929 }
8930
8931 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8932 {
8933 m_host.AddScriptLPS(1);
8934 return this.ParseString(src, separators, spacers, false);
8935 }
8936
8937 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8938 {
8939 m_host.AddScriptLPS(1);
8940 return this.ParseString(src, separators, spacers, true);
8941 } 9617 }
8942 9618
8943 public LSL_Integer llGetObjectPermMask(int mask) 9619 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9014,28 +9690,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9014 { 9690 {
9015 m_host.AddScriptLPS(1); 9691 m_host.AddScriptLPS(1);
9016 9692
9017 lock (m_host.TaskInventory) 9693 m_host.TaskInventory.LockItemsForRead(true);
9694 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9018 { 9695 {
9019 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9696 if (inv.Value.Name == item)
9020 { 9697 {
9021 if (inv.Value.Name == item) 9698 m_host.TaskInventory.LockItemsForRead(false);
9699 switch (mask)
9022 { 9700 {
9023 switch (mask) 9701 case 0:
9024 { 9702 return (int)inv.Value.BasePermissions;
9025 case 0: 9703 case 1:
9026 return (int)inv.Value.BasePermissions; 9704 return (int)inv.Value.CurrentPermissions;
9027 case 1: 9705 case 2:
9028 return (int)inv.Value.CurrentPermissions; 9706 return (int)inv.Value.GroupPermissions;
9029 case 2: 9707 case 3:
9030 return (int)inv.Value.GroupPermissions; 9708 return (int)inv.Value.EveryonePermissions;
9031 case 3: 9709 case 4:
9032 return (int)inv.Value.EveryonePermissions; 9710 return (int)inv.Value.NextPermissions;
9033 case 4:
9034 return (int)inv.Value.NextPermissions;
9035 }
9036 } 9711 }
9037 } 9712 }
9038 } 9713 }
9714 m_host.TaskInventory.LockItemsForRead(false);
9039 9715
9040 return -1; 9716 return -1;
9041 } 9717 }
@@ -9082,16 +9758,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9082 { 9758 {
9083 m_host.AddScriptLPS(1); 9759 m_host.AddScriptLPS(1);
9084 9760
9085 lock (m_host.TaskInventory) 9761 m_host.TaskInventory.LockItemsForRead(true);
9762 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9086 { 9763 {
9087 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9764 if (inv.Value.Name == item)
9088 { 9765 {
9089 if (inv.Value.Name == item) 9766 m_host.TaskInventory.LockItemsForRead(false);
9090 { 9767 return inv.Value.CreatorID.ToString();
9091 return inv.Value.CreatorID.ToString();
9092 }
9093 } 9768 }
9094 } 9769 }
9770 m_host.TaskInventory.LockItemsForRead(false);
9095 9771
9096 llSay(0, "No item name '" + item + "'"); 9772 llSay(0, "No item name '" + item + "'");
9097 9773
@@ -9217,9 +9893,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9217 { 9893 {
9218 try 9894 try
9219 { 9895 {
9896 /*
9220 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 9897 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9221 if (obj != null) 9898 if (obj != null)
9222 return (double)obj.GetMass(); 9899 return (double)obj.GetMass();
9900 */
9901 // return total object mass
9902 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
9903 if (obj != null)
9904 return obj.GetMass();
9905
9223 // the object is null so the key is for an avatar 9906 // the object is null so the key is for an avatar
9224 ScenePresence avatar = World.GetScenePresence(key); 9907 ScenePresence avatar = World.GetScenePresence(key);
9225 if (avatar != null) 9908 if (avatar != null)
@@ -9239,7 +9922,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9239 } 9922 }
9240 9923
9241 /// <summary> 9924 /// <summary>
9242 /// illListReplaceList removes the sub-list defined by the inclusive indices 9925 /// llListReplaceList removes the sub-list defined by the inclusive indices
9243 /// start and end and inserts the src list in its place. The inclusive 9926 /// start and end and inserts the src list in its place. The inclusive
9244 /// nature of the indices means that at least one element must be deleted 9927 /// nature of the indices means that at least one element must be deleted
9245 /// if the indices are within the bounds of the existing list. I.e. 2,2 9928 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9296,16 +9979,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9296 // based upon end. Note that if end exceeds the upper 9979 // based upon end. Note that if end exceeds the upper
9297 // bound in this case, the entire destination list 9980 // bound in this case, the entire destination list
9298 // is removed. 9981 // is removed.
9299 else 9982 else if (start == 0)
9300 { 9983 {
9301 if (end + 1 < dest.Length) 9984 if (end + 1 < dest.Length)
9302 {
9303 return src + dest.GetSublist(end + 1, -1); 9985 return src + dest.GetSublist(end + 1, -1);
9304 }
9305 else 9986 else
9306 {
9307 return src; 9987 return src;
9308 } 9988 }
9989 else // Start < 0
9990 {
9991 if (end + 1 < dest.Length)
9992 return dest.GetSublist(end + 1, -1);
9993 else
9994 return new LSL_List();
9309 } 9995 }
9310 } 9996 }
9311 // Finally, if start > end, we strip away a prefix and 9997 // Finally, if start > end, we strip away a prefix and
@@ -9356,17 +10042,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9356 int width = 0; 10042 int width = 0;
9357 int height = 0; 10043 int height = 0;
9358 10044
9359 ParcelMediaCommandEnum? commandToSend = null; 10045 uint commandToSend = 0;
9360 float time = 0.0f; // default is from start 10046 float time = 0.0f; // default is from start
9361 10047
9362 ScenePresence presence = null; 10048 ScenePresence presence = null;
9363 10049
9364 for (int i = 0; i < commandList.Data.Length; i++) 10050 for (int i = 0; i < commandList.Data.Length; i++)
9365 { 10051 {
9366 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10052 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9367 switch (command) 10053 switch (command)
9368 { 10054 {
9369 case ParcelMediaCommandEnum.Agent: 10055 case (uint)ParcelMediaCommandEnum.Agent:
9370 // we send only to one agent 10056 // we send only to one agent
9371 if ((i + 1) < commandList.Length) 10057 if ((i + 1) < commandList.Length)
9372 { 10058 {
@@ -9383,25 +10069,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9383 } 10069 }
9384 break; 10070 break;
9385 10071
9386 case ParcelMediaCommandEnum.Loop: 10072 case (uint)ParcelMediaCommandEnum.Loop:
9387 loop = 1; 10073 loop = 1;
9388 commandToSend = command; 10074 commandToSend = command;
9389 update = true; //need to send the media update packet to set looping 10075 update = true; //need to send the media update packet to set looping
9390 break; 10076 break;
9391 10077
9392 case ParcelMediaCommandEnum.Play: 10078 case (uint)ParcelMediaCommandEnum.Play:
9393 loop = 0; 10079 loop = 0;
9394 commandToSend = command; 10080 commandToSend = command;
9395 update = true; //need to send the media update packet to make sure it doesn't loop 10081 update = true; //need to send the media update packet to make sure it doesn't loop
9396 break; 10082 break;
9397 10083
9398 case ParcelMediaCommandEnum.Pause: 10084 case (uint)ParcelMediaCommandEnum.Pause:
9399 case ParcelMediaCommandEnum.Stop: 10085 case (uint)ParcelMediaCommandEnum.Stop:
9400 case ParcelMediaCommandEnum.Unload: 10086 case (uint)ParcelMediaCommandEnum.Unload:
9401 commandToSend = command; 10087 commandToSend = command;
9402 break; 10088 break;
9403 10089
9404 case ParcelMediaCommandEnum.Url: 10090 case (uint)ParcelMediaCommandEnum.Url:
9405 if ((i + 1) < commandList.Length) 10091 if ((i + 1) < commandList.Length)
9406 { 10092 {
9407 if (commandList.Data[i + 1] is LSL_String) 10093 if (commandList.Data[i + 1] is LSL_String)
@@ -9414,7 +10100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9414 } 10100 }
9415 break; 10101 break;
9416 10102
9417 case ParcelMediaCommandEnum.Texture: 10103 case (uint)ParcelMediaCommandEnum.Texture:
9418 if ((i + 1) < commandList.Length) 10104 if ((i + 1) < commandList.Length)
9419 { 10105 {
9420 if (commandList.Data[i + 1] is LSL_String) 10106 if (commandList.Data[i + 1] is LSL_String)
@@ -9427,7 +10113,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9427 } 10113 }
9428 break; 10114 break;
9429 10115
9430 case ParcelMediaCommandEnum.Time: 10116 case (uint)ParcelMediaCommandEnum.Time:
9431 if ((i + 1) < commandList.Length) 10117 if ((i + 1) < commandList.Length)
9432 { 10118 {
9433 if (commandList.Data[i + 1] is LSL_Float) 10119 if (commandList.Data[i + 1] is LSL_Float)
@@ -9439,7 +10125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9439 } 10125 }
9440 break; 10126 break;
9441 10127
9442 case ParcelMediaCommandEnum.AutoAlign: 10128 case (uint)ParcelMediaCommandEnum.AutoAlign:
9443 if ((i + 1) < commandList.Length) 10129 if ((i + 1) < commandList.Length)
9444 { 10130 {
9445 if (commandList.Data[i + 1] is LSL_Integer) 10131 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9453,7 +10139,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9453 } 10139 }
9454 break; 10140 break;
9455 10141
9456 case ParcelMediaCommandEnum.Type: 10142 case (uint)ParcelMediaCommandEnum.Type:
9457 if ((i + 1) < commandList.Length) 10143 if ((i + 1) < commandList.Length)
9458 { 10144 {
9459 if (commandList.Data[i + 1] is LSL_String) 10145 if (commandList.Data[i + 1] is LSL_String)
@@ -9466,7 +10152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9466 } 10152 }
9467 break; 10153 break;
9468 10154
9469 case ParcelMediaCommandEnum.Desc: 10155 case (uint)ParcelMediaCommandEnum.Desc:
9470 if ((i + 1) < commandList.Length) 10156 if ((i + 1) < commandList.Length)
9471 { 10157 {
9472 if (commandList.Data[i + 1] is LSL_String) 10158 if (commandList.Data[i + 1] is LSL_String)
@@ -9479,7 +10165,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9479 } 10165 }
9480 break; 10166 break;
9481 10167
9482 case ParcelMediaCommandEnum.Size: 10168 case (uint)ParcelMediaCommandEnum.Size:
9483 if ((i + 2) < commandList.Length) 10169 if ((i + 2) < commandList.Length)
9484 { 10170 {
9485 if (commandList.Data[i + 1] is LSL_Integer) 10171 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9549,7 +10235,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9549 } 10235 }
9550 } 10236 }
9551 10237
9552 if (commandToSend != null) 10238 if (commandToSend != 0)
9553 { 10239 {
9554 // the commandList contained a start/stop/... command, too 10240 // the commandList contained a start/stop/... command, too
9555 if (presence == null) 10241 if (presence == null)
@@ -9586,7 +10272,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9586 10272
9587 if (aList.Data[i] != null) 10273 if (aList.Data[i] != null)
9588 { 10274 {
9589 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10275 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9590 { 10276 {
9591 case ParcelMediaCommandEnum.Url: 10277 case ParcelMediaCommandEnum.Url:
9592 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10278 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9629,16 +10315,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9629 { 10315 {
9630 m_host.AddScriptLPS(1); 10316 m_host.AddScriptLPS(1);
9631 10317
9632 lock (m_host.TaskInventory) 10318 m_host.TaskInventory.LockItemsForRead(true);
10319 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9633 { 10320 {
9634 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10321 if (inv.Value.Name == name)
9635 { 10322 {
9636 if (inv.Value.Name == name) 10323 m_host.TaskInventory.LockItemsForRead(false);
9637 { 10324 return inv.Value.Type;
9638 return inv.Value.Type;
9639 }
9640 } 10325 }
9641 } 10326 }
10327 m_host.TaskInventory.LockItemsForRead(false);
9642 10328
9643 return -1; 10329 return -1;
9644 } 10330 }
@@ -9649,15 +10335,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9649 10335
9650 if (quick_pay_buttons.Data.Length < 4) 10336 if (quick_pay_buttons.Data.Length < 4)
9651 { 10337 {
9652 LSLError("List must have at least 4 elements"); 10338 int x;
9653 return; 10339 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10340 {
10341 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10342 }
9654 } 10343 }
9655 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10344 int[] nPrice = new int[5];
9656 10345 nPrice[0] = price;
9657 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10346 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9658 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10347 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9659 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10348 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9660 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10349 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10350 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9661 m_host.ParentGroup.HasGroupChanged = true; 10351 m_host.ParentGroup.HasGroupChanged = true;
9662 } 10352 }
9663 10353
@@ -9673,6 +10363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9673 ShoutError("No permissions to track the camera"); 10363 ShoutError("No permissions to track the camera");
9674 return new LSL_Vector(); 10364 return new LSL_Vector();
9675 } 10365 }
10366 m_host.TaskInventory.LockItemsForRead(false);
9676 10367
9677 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10368 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9678 if (presence != null) 10369 if (presence != null)
@@ -9695,6 +10386,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9695 ShoutError("No permissions to track the camera"); 10386 ShoutError("No permissions to track the camera");
9696 return new LSL_Rotation(); 10387 return new LSL_Rotation();
9697 } 10388 }
10389 m_host.TaskInventory.LockItemsForRead(false);
9698 10390
9699 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10391 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9700 if (presence != null) 10392 if (presence != null)
@@ -9756,8 +10448,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9756 { 10448 {
9757 m_host.AddScriptLPS(1); 10449 m_host.AddScriptLPS(1);
9758 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 10450 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9759 if (detectedParams == null) return; // only works on the first detected avatar 10451 if (detectedParams == null)
9760 10452 {
10453 if (m_host.ParentGroup.IsAttachment == true)
10454 {
10455 detectedParams = new DetectParams();
10456 detectedParams.Key = m_host.OwnerID;
10457 }
10458 else
10459 {
10460 return;
10461 }
10462 }
10463
9761 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10464 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9762 if (avatar != null) 10465 if (avatar != null)
9763 { 10466 {
@@ -9765,6 +10468,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9765 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10468 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9766 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10469 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9767 } 10470 }
10471
9768 ScriptSleep(1000); 10472 ScriptSleep(1000);
9769 } 10473 }
9770 10474
@@ -9888,12 +10592,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9888 10592
9889 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10593 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9890 object[] data = rules.Data; 10594 object[] data = rules.Data;
9891 for (int i = 0; i < data.Length; ++i) { 10595 for (int i = 0; i < data.Length; ++i)
10596 {
9892 int type = Convert.ToInt32(data[i++].ToString()); 10597 int type = Convert.ToInt32(data[i++].ToString());
9893 if (i >= data.Length) break; // odd number of entries => ignore the last 10598 if (i >= data.Length) break; // odd number of entries => ignore the last
9894 10599
9895 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10600 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9896 switch (type) { 10601 switch (type)
10602 {
9897 case ScriptBaseClass.CAMERA_FOCUS: 10603 case ScriptBaseClass.CAMERA_FOCUS:
9898 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10604 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9899 case ScriptBaseClass.CAMERA_POSITION: 10605 case ScriptBaseClass.CAMERA_POSITION:
@@ -9999,19 +10705,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9999 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10705 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10000 { 10706 {
10001 m_host.AddScriptLPS(1); 10707 m_host.AddScriptLPS(1);
10002 string ret = String.Empty; 10708
10003 string src1 = llBase64ToString(str1); 10709 if (str1 == String.Empty)
10004 string src2 = llBase64ToString(str2); 10710 return String.Empty;
10005 int c = 0; 10711 if (str2 == String.Empty)
10006 for (int i = 0; i < src1.Length; i++) 10712 return str1;
10713
10714 int len = str2.Length;
10715 if ((len % 4) != 0) // LL is EVIL!!!!
10007 { 10716 {
10008 ret += (char) (src1[i] ^ src2[c]); 10717 while (str2.EndsWith("="))
10718 str2 = str2.Substring(0, str2.Length - 1);
10719
10720 len = str2.Length;
10721 int mod = len % 4;
10009 10722
10010 c++; 10723 if (mod == 1)
10011 if (c >= src2.Length) 10724 str2 = str2.Substring(0, str2.Length - 1);
10012 c = 0; 10725 else if (mod == 2)
10726 str2 += "==";
10727 else if (mod == 3)
10728 str2 += "=";
10013 } 10729 }
10014 return llStringToBase64(ret); 10730
10731 byte[] data1;
10732 byte[] data2;
10733 try
10734 {
10735 data1 = Convert.FromBase64String(str1);
10736 data2 = Convert.FromBase64String(str2);
10737 }
10738 catch (Exception)
10739 {
10740 return new LSL_String(String.Empty);
10741 }
10742
10743 byte[] d2 = new Byte[data1.Length];
10744 int pos = 0;
10745
10746 if (data1.Length <= data2.Length)
10747 {
10748 Array.Copy(data2, 0, d2, 0, data1.Length);
10749 }
10750 else
10751 {
10752 while (pos < data1.Length)
10753 {
10754 len = data1.Length - pos;
10755 if (len > data2.Length)
10756 len = data2.Length;
10757
10758 Array.Copy(data2, 0, d2, pos, len);
10759 pos += len;
10760 }
10761 }
10762
10763 for (pos = 0 ; pos < data1.Length ; pos++ )
10764 data1[pos] ^= d2[pos];
10765
10766 return Convert.ToBase64String(data1);
10015 } 10767 }
10016 10768
10017 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10769 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10068,12 +10820,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10068 Regex r = new Regex(authregex); 10820 Regex r = new Regex(authregex);
10069 int[] gnums = r.GetGroupNumbers(); 10821 int[] gnums = r.GetGroupNumbers();
10070 Match m = r.Match(url); 10822 Match m = r.Match(url);
10071 if (m.Success) { 10823 if (m.Success)
10072 for (int i = 1; i < gnums.Length; i++) { 10824 {
10825 for (int i = 1; i < gnums.Length; i++)
10826 {
10073 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10827 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10074 //CaptureCollection cc = g.Captures; 10828 //CaptureCollection cc = g.Captures;
10075 } 10829 }
10076 if (m.Groups.Count == 5) { 10830 if (m.Groups.Count == 5)
10831 {
10077 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10832 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10078 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10833 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10079 } 10834 }
@@ -10436,15 +11191,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10436 11191
10437 internal UUID ScriptByName(string name) 11192 internal UUID ScriptByName(string name)
10438 { 11193 {
10439 lock (m_host.TaskInventory) 11194 m_host.TaskInventory.LockItemsForRead(true);
11195
11196 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10440 { 11197 {
10441 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11198 if (item.Type == 10 && item.Name == name)
10442 { 11199 {
10443 if (item.Type == 10 && item.Name == name) 11200 m_host.TaskInventory.LockItemsForRead(false);
10444 return item.ItemID; 11201 return item.ItemID;
10445 } 11202 }
10446 } 11203 }
10447 11204
11205 m_host.TaskInventory.LockItemsForRead(false);
11206
10448 return UUID.Zero; 11207 return UUID.Zero;
10449 } 11208 }
10450 11209
@@ -10485,6 +11244,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10485 { 11244 {
10486 m_host.AddScriptLPS(1); 11245 m_host.AddScriptLPS(1);
10487 11246
11247 //Clone is thread safe
10488 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11248 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10489 11249
10490 UUID assetID = UUID.Zero; 11250 UUID assetID = UUID.Zero;
@@ -10547,6 +11307,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10547 { 11307 {
10548 m_host.AddScriptLPS(1); 11308 m_host.AddScriptLPS(1);
10549 11309
11310 //Clone is thread safe
10550 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11311 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10551 11312
10552 UUID assetID = UUID.Zero; 11313 UUID assetID = UUID.Zero;
@@ -10627,15 +11388,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10627 return GetLinkPrimitiveParams(obj, rules); 11388 return GetLinkPrimitiveParams(obj, rules);
10628 } 11389 }
10629 11390
10630 public void print(string str) 11391 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10631 { 11392 {
10632 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11393 List<SceneObjectPart> parts = GetLinkParts(link);
10633 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 11394 if (parts.Count < 1)
10634 if (ossl != null) 11395 return 0;
10635 { 11396
10636 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11397 return GetNumberOfSides(parts[0]);
10637 m_log.Info("LSL print():" + str);
10638 }
10639 } 11398 }
10640 11399
10641 private string Name2Username(string name) 11400 private string Name2Username(string name)
@@ -10681,155 +11440,482 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10681 return rq.ToString(); 11440 return rq.ToString();
10682 } 11441 }
10683 11442
11443 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11444 {
11445 m_SayShoutCount = 0;
11446 }
11447
11448 private struct Tri
11449 {
11450 public Vector3 p1;
11451 public Vector3 p2;
11452 public Vector3 p3;
11453 }
11454
11455 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11456 {
11457 float height = avatar.Appearance.AvatarHeight;
11458 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11459 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11460
11461 if (point.X > b1.X && point.X < b2.X &&
11462 point.Y > b1.Y && point.Y < b2.Y &&
11463 point.Z > b1.Z && point.Z < b2.Z)
11464 return true;
11465 return false;
11466 }
11467
11468 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11469 {
11470 List<ContactResult> contacts = new List<ContactResult>();
11471
11472 Vector3 ab = rayEnd - rayStart;
11473
11474 World.ForEachScenePresence(delegate(ScenePresence sp)
11475 {
11476 Vector3 ac = sp.AbsolutePosition - rayStart;
11477 Vector3 bc = sp.AbsolutePosition - rayEnd;
11478
11479 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11480
11481 if (d > 1.5)
11482 return;
11483
11484 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11485
11486 if (d2 > 0)
11487 return;
11488
11489 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11490 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11491
11492 if (!InBoundingBox(sp, p))
11493 return;
11494
11495 ContactResult result = new ContactResult ();
11496 result.ConsumerID = sp.LocalId;
11497 result.Depth = Vector3.Distance(rayStart, p);
11498 result.Normal = Vector3.Zero;
11499 result.Pos = p;
11500
11501 contacts.Add(result);
11502 });
11503
11504 return contacts.ToArray();
11505 }
11506
11507 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11508 {
11509 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11510 List<ContactResult> contacts = new List<ContactResult>();
11511
11512 Vector3 ab = rayEnd - rayStart;
11513
11514 World.ForEachSOG(delegate(SceneObjectGroup group)
11515 {
11516 if (m_host.ParentGroup == group)
11517 return;
11518
11519 if (group.IsAttachment)
11520 return;
11521
11522 if (group.RootPart.PhysActor == null)
11523 {
11524 if (!includePhantom)
11525 return;
11526 }
11527 else
11528 {
11529 if (group.RootPart.PhysActor.IsPhysical)
11530 {
11531 if (!includePhysical)
11532 return;
11533 }
11534 else
11535 {
11536 if (!includeNonPhysical)
11537 return;
11538 }
11539 }
11540
11541 // Find the radius ouside of which we don't even need to hit test
11542 float minX;
11543 float maxX;
11544 float minY;
11545 float maxY;
11546 float minZ;
11547 float maxZ;
11548
11549 float radius = 0.0f;
11550
11551 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11552
11553 if (Math.Abs(minX) > radius)
11554 radius = Math.Abs(minX);
11555 if (Math.Abs(minY) > radius)
11556 radius = Math.Abs(minY);
11557 if (Math.Abs(minZ) > radius)
11558 radius = Math.Abs(minZ);
11559 if (Math.Abs(maxX) > radius)
11560 radius = Math.Abs(maxX);
11561 if (Math.Abs(maxY) > radius)
11562 radius = Math.Abs(maxY);
11563 if (Math.Abs(maxZ) > radius)
11564 radius = Math.Abs(maxZ);
11565
11566 Vector3 ac = group.AbsolutePosition - rayStart;
11567 Vector3 bc = group.AbsolutePosition - rayEnd;
11568
11569 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11570
11571 // Too far off ray, don't bother
11572 if (d > radius)
11573 return;
11574
11575 // Behind ray, drop
11576 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11577 if (d2 > 0)
11578 return;
11579
11580 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11581 // Miss.
11582 if (!intersection.HitTF)
11583 return;
11584
11585 ContactResult result = new ContactResult ();
11586 result.ConsumerID = group.LocalId;
11587 result.Depth = intersection.distance;
11588 result.Normal = intersection.normal;
11589 result.Pos = intersection.ipoint;
11590
11591 contacts.Add(result);
11592 });
11593
11594 return contacts.ToArray();
11595 }
11596
11597 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11598 {
11599 double[,] heightfield = World.Heightmap.GetDoubles();
11600 List<ContactResult> contacts = new List<ContactResult>();
11601
11602 double min = 2048.0;
11603 double max = 0.0;
11604
11605 // Find the min and max of the heightfield
11606 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11607 {
11608 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11609 {
11610 if (heightfield[x, y] > max)
11611 max = heightfield[x, y];
11612 if (heightfield[x, y] < min)
11613 min = heightfield[x, y];
11614 }
11615 }
11616
11617
11618 // A ray extends past rayEnd, but doesn't go back before
11619 // rayStart. If the start is above the highest point of the ground
11620 // and the ray goes up, we can't hit the ground. Ever.
11621 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11622 return null;
11623
11624 // Same for going down
11625 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11626 return null;
11627
11628 List<Tri> trilist = new List<Tri>();
11629
11630 // Create our triangle list
11631 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11632 {
11633 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11634 {
11635 Tri t1 = new Tri();
11636 Tri t2 = new Tri();
11637
11638 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11639 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11640 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11641 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11642
11643 t1.p1 = p1;
11644 t1.p2 = p2;
11645 t1.p3 = p3;
11646
11647 t2.p1 = p3;
11648 t2.p2 = p4;
11649 t2.p3 = p1;
11650
11651 trilist.Add(t1);
11652 trilist.Add(t2);
11653 }
11654 }
11655
11656 // Ray direction
11657 Vector3 rayDirection = rayEnd - rayStart;
11658
11659 foreach (Tri t in trilist)
11660 {
11661 // Compute triangle plane normal and edges
11662 Vector3 u = t.p2 - t.p1;
11663 Vector3 v = t.p3 - t.p1;
11664 Vector3 n = Vector3.Cross(u, v);
11665
11666 if (n == Vector3.Zero)
11667 continue;
11668
11669 Vector3 w0 = rayStart - t.p1;
11670 double a = -Vector3.Dot(n, w0);
11671 double b = Vector3.Dot(n, rayDirection);
11672
11673 // Not intersecting the plane, or in plane (same thing)
11674 // Ignoring this MAY cause the ground to not be detected
11675 // sometimes
11676 if (Math.Abs(b) < 0.000001)
11677 continue;
11678
11679 double r = a / b;
11680
11681 // ray points away from plane
11682 if (r < 0.0)
11683 continue;
11684
11685 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11686
11687 float uu = Vector3.Dot(u, u);
11688 float uv = Vector3.Dot(u, v);
11689 float vv = Vector3.Dot(v, v);
11690 Vector3 w = ip - t.p1;
11691 float wu = Vector3.Dot(w, u);
11692 float wv = Vector3.Dot(w, v);
11693 float d = uv * uv - uu * vv;
11694
11695 float cs = (uv * wv - vv * wu) / d;
11696 if (cs < 0 || cs > 1.0)
11697 continue;
11698 float ct = (uv * wu - uu * wv) / d;
11699 if (ct < 0 || (cs + ct) > 1.0)
11700 continue;
11701
11702 // Add contact point
11703 ContactResult result = new ContactResult ();
11704 result.ConsumerID = 0;
11705 result.Depth = Vector3.Distance(rayStart, ip);
11706 result.Normal = n;
11707 result.Pos = ip;
11708
11709 contacts.Add(result);
11710 }
11711
11712 if (contacts.Count == 0)
11713 return null;
11714
11715 contacts.Sort(delegate(ContactResult a, ContactResult b)
11716 {
11717 return (int)(a.Depth - b.Depth);
11718 });
11719
11720 return contacts[0];
11721 }
11722/*
11723 // not done:
11724 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
11725 {
11726 ContactResult[] contacts = null;
11727 World.ForEachSOG(delegate(SceneObjectGroup group)
11728 {
11729 if (m_host.ParentGroup == group)
11730 return;
11731
11732 if (group.IsAttachment)
11733 return;
11734
11735 if(group.RootPart.PhysActor != null)
11736 return;
11737
11738 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
11739 });
11740 return contacts;
11741 }
11742*/
11743
10684 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11744 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10685 { 11745 {
11746 LSL_List list = new LSL_List();
11747
10686 m_host.AddScriptLPS(1); 11748 m_host.AddScriptLPS(1);
10687 11749
10688 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11750 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10689 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11751 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10690 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11752 Vector3 dir = rayEnd - rayStart;
10691 11753
10692 int count = 0; 11754 float dist = Vector3.Mag(dir);
10693// int detectPhantom = 0; 11755
11756 int count = 1;
11757 bool detectPhantom = false;
10694 int dataFlags = 0; 11758 int dataFlags = 0;
10695 int rejectTypes = 0; 11759 int rejectTypes = 0;
10696 11760
10697 for (int i = 0; i < options.Length; i += 2) 11761 for (int i = 0; i < options.Length; i += 2)
10698 { 11762 {
10699 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11763 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10700 {
10701 count = options.GetLSLIntegerItem(i + 1); 11764 count = options.GetLSLIntegerItem(i + 1);
10702 } 11765 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10703// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11766 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10704// {
10705// detectPhantom = options.GetLSLIntegerItem(i + 1);
10706// }
10707 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11767 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10708 {
10709 dataFlags = options.GetLSLIntegerItem(i + 1); 11768 dataFlags = options.GetLSLIntegerItem(i + 1);
10710 }
10711 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11769 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10712 {
10713 rejectTypes = options.GetLSLIntegerItem(i + 1); 11770 rejectTypes = options.GetLSLIntegerItem(i + 1);
10714 }
10715 } 11771 }
10716 11772
10717 LSL_List list = new LSL_List(); 11773 if (count > 16)
10718 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11774 count = 16;
10719
10720 double distance = Util.GetDistanceTo(startvector, endvector);
10721 11775
10722 if (distance == 0) 11776 List<ContactResult> results = new List<ContactResult>();
10723 distance = 0.001;
10724
10725 Vector3 posToCheck = startvector;
10726 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10727 11777
10728 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11778 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10729 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11779 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10730 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11780 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10731 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11781 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10732 11782
10733 for (float i = 0; i <= distance; i += 0.1f) 11783
11784 if (World.SuportsRayCastFiltered())
10734 { 11785 {
10735 posToCheck = startvector + (dir * (i / (float)distance)); 11786 if (dist == 0)
11787 return list;
11788
11789 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11790 if (checkTerrain)
11791 rayfilter |= RayFilterFlags.land;
11792// if (checkAgents)
11793// rayfilter |= RayFilterFlags.agent;
11794 if (checkPhysical)
11795 rayfilter |= RayFilterFlags.physical;
11796 if (checkNonPhysical)
11797 rayfilter |= RayFilterFlags.nonphysical;
11798 if (detectPhantom)
11799 rayfilter |= RayFilterFlags.LSLPhanton;
10736 11800
10737 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11801 Vector3 direction = dir * ( 1/dist);
11802
11803 if(rayfilter == 0)
10738 { 11804 {
10739 ContactResult result = new ContactResult(); 11805 list.Add(new LSL_Integer(0));
10740 result.ConsumerID = 0; 11806 return list;
10741 result.Depth = 0;
10742 result.Normal = Vector3.Zero;
10743 result.Pos = posToCheck;
10744 results.Add(result);
10745 checkTerrain = false;
10746 } 11807 }
10747 11808
10748 if (checkAgents) 11809 // get some more contacts to sort ???
11810 int physcount = 4 * count;
11811 if (physcount > 20)
11812 physcount = 20;
11813
11814 object physresults;
11815 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11816
11817 if (physresults == null)
10749 { 11818 {
10750 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11819 list.Add(new LSL_Integer(-3)); // timeout error
10751 { 11820 return list;
10752 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
10753 {
10754 ContactResult result = new ContactResult ();
10755 result.ConsumerID = sp.LocalId;
10756 result.Depth = 0;
10757 result.Normal = Vector3.Zero;
10758 result.Pos = posToCheck;
10759 results.Add(result);
10760 }
10761 });
10762 } 11821 }
10763 }
10764 11822
10765 int refcount = 0; 11823 results = (List<ContactResult>)physresults;
10766 foreach (ContactResult result in results)
10767 {
10768 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
10769 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10770 continue;
10771 11824
10772 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11825 // for now physics doesn't detect sitted avatars so do it outside physics
11826 if (checkAgents)
11827 {
11828 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11829 foreach (ContactResult r in agentHits)
11830 results.Add(r);
11831 }
10773 11832
10774 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11833 // bug: will not detect phantom unless they are physical
10775 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11834 // don't use ObjectIntersection because its also bad
10776 11835
10777 if (entity == null) 11836 }
11837 else
11838 {
11839 if (checkTerrain)
10778 { 11840 {
10779 list.Add(UUID.Zero); 11841 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11842 if (groundContact != null)
11843 results.Add((ContactResult)groundContact);
11844 }
10780 11845
10781 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11846 if (checkAgents)
10782 list.Add(0); 11847 {
11848 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11849 foreach (ContactResult r in agentHits)
11850 results.Add(r);
11851 }
10783 11852
10784 list.Add(result.Pos); 11853 if (checkPhysical || checkNonPhysical || detectPhantom)
11854 {
11855 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11856 foreach (ContactResult r in objectHits)
11857 results.Add(r);
11858 }
11859 }
10785 11860
10786 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11861 results.Sort(delegate(ContactResult a, ContactResult b)
10787 list.Add(result.Normal); 11862 {
11863 return a.Depth.CompareTo(b.Depth);
11864 });
11865
11866 int values = 0;
11867 SceneObjectGroup thisgrp = m_host.ParentGroup;
10788 11868
10789 continue; //Can't find it, so add UUID.Zero 11869 foreach (ContactResult result in results)
10790 } 11870 {
11871 if (result.Depth > dist)
11872 continue;
10791 11873
10792 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity && 11874 // physics ray can return colisions with host prim
10793 ((ISceneChildEntity)intersection.obj).PhysActor == null) 11875 if (m_host.LocalId == result.ConsumerID)
10794 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects 11876 continue;
11877
11878 UUID itemID = UUID.Zero;
11879 int linkNum = 0;
10795 11880
10796 if (entity is SceneObjectPart) 11881 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
11882 // It's a prim!
11883 if (part != null)
10797 { 11884 {
10798 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 11885 // dont detect members of same object ???
11886 if (part.ParentGroup == thisgrp)
11887 continue;
10799 11888
10800 if (pa != null && pa.IsPhysical) 11889 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10801 { 11890 itemID = part.ParentGroup.UUID;
10802 if (!checkPhysical)
10803 continue;
10804 }
10805 else 11891 else
10806 { 11892 itemID = part.UUID;
10807 if (!checkNonPhysical)
10808 continue;
10809 }
10810 }
10811 11893
10812 refcount++; 11894 linkNum = part.LinkNum;
10813 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11895 }
10814 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10815 else 11896 else
10816 list.Add(entity.UUID);
10817
10818 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10819 { 11897 {
10820 if (entity is SceneObjectPart) 11898 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10821 list.Add(((SceneObjectPart)entity).LinkNum); 11899 /// It it a boy? a girl?
10822 else 11900 if (sp != null)
10823 list.Add(0); 11901 itemID = sp.UUID;
10824 } 11902 }
10825 11903
10826 list.Add(result.Pos); 11904 list.Add(new LSL_String(itemID.ToString()));
11905 list.Add(new LSL_String(result.Pos.ToString()));
11906
11907 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
11908 list.Add(new LSL_Integer(linkNum));
10827 11909
10828 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11910 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10829 list.Add(result.Normal); 11911 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11912
11913 values++;
11914 if (values >= count)
11915 break;
10830 } 11916 }
10831 11917
10832 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11918 list.Add(new LSL_Integer(values));
10833 11919
10834 return list; 11920 return list;
10835 } 11921 }
@@ -10869,7 +11955,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10869 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11955 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10870 if (!isAccount) return 0; 11956 if (!isAccount) return 0;
10871 if (estate.HasAccess(id)) return 1; 11957 if (estate.HasAccess(id)) return 1;
10872 if (estate.IsBanned(id)) 11958 if (estate.IsBanned(id, World.GetUserFlags(id)))
10873 estate.RemoveBan(id); 11959 estate.RemoveBan(id);
10874 estate.AddEstateUser(id); 11960 estate.AddEstateUser(id);
10875 break; 11961 break;
@@ -10888,14 +11974,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10888 break; 11974 break;
10889 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11975 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10890 if (!isAccount) return 0; 11976 if (!isAccount) return 0;
10891 if (estate.IsBanned(id)) return 1; 11977 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10892 EstateBan ban = new EstateBan(); 11978 EstateBan ban = new EstateBan();
10893 ban.EstateID = estate.EstateID; 11979 ban.EstateID = estate.EstateID;
10894 ban.BannedUserID = id; 11980 ban.BannedUserID = id;
10895 estate.AddBan(ban); 11981 estate.AddBan(ban);
10896 break; 11982 break;
10897 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11983 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10898 if (!isAccount || !estate.IsBanned(id)) return 0; 11984 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10899 estate.RemoveBan(id); 11985 estate.RemoveBan(id);
10900 break; 11986 break;
10901 default: return 0; 11987 default: return 0;
@@ -10924,7 +12010,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10924 return 16384; 12010 return 16384;
10925 } 12011 }
10926 12012
10927 public LSL_Integer llGetUsedMemory() 12013 public virtual LSL_Integer llGetUsedMemory()
10928 { 12014 {
10929 m_host.AddScriptLPS(1); 12015 m_host.AddScriptLPS(1);
10930 // The value returned for LSO scripts in SL 12016 // The value returned for LSO scripts in SL
@@ -10952,7 +12038,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10952 public void llSetSoundQueueing(int queue) 12038 public void llSetSoundQueueing(int queue)
10953 { 12039 {
10954 m_host.AddScriptLPS(1); 12040 m_host.AddScriptLPS(1);
10955 NotImplemented("llSetSoundQueueing");
10956 } 12041 }
10957 12042
10958 public void llCollisionSprite(string impact_sprite) 12043 public void llCollisionSprite(string impact_sprite)
@@ -10964,10 +12049,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10964 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12049 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10965 { 12050 {
10966 m_host.AddScriptLPS(1); 12051 m_host.AddScriptLPS(1);
10967 NotImplemented("llGodLikeRezObject"); 12052
12053 if (!World.Permissions.IsGod(m_host.OwnerID))
12054 NotImplemented("llGodLikeRezObject");
12055
12056 AssetBase rezAsset = World.AssetService.Get(inventory);
12057 if (rezAsset == null)
12058 {
12059 llSay(0, "Asset not found");
12060 return;
12061 }
12062
12063 SceneObjectGroup group = null;
12064
12065 try
12066 {
12067 string xmlData = Utils.BytesToString(rezAsset.Data);
12068 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12069 }
12070 catch
12071 {
12072 llSay(0, "Asset not found");
12073 return;
12074 }
12075
12076 if (group == null)
12077 {
12078 llSay(0, "Asset not found");
12079 return;
12080 }
12081
12082 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12083 group.RootPart.AttachOffset = group.AbsolutePosition;
12084
12085 group.ResetIDs();
12086
12087 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12088 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12089 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12090 group.ScheduleGroupForFullUpdate();
12091
12092 // objects rezzed with this method are die_at_edge by default.
12093 group.RootPart.SetDieAtEdge(true);
12094
12095 group.ResumeScripts();
12096
12097 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12098 "object_rez", new Object[] {
12099 new LSL_String(
12100 group.RootPart.UUID.ToString()) },
12101 new DetectParams[0]));
12102 }
12103
12104 public LSL_String llTransferLindenDollars(string destination, int amount)
12105 {
12106 UUID txn = UUID.Random();
12107
12108 Util.FireAndForget(delegate(object x)
12109 {
12110 int replycode = 0;
12111 string replydata = destination + "," + amount.ToString();
12112
12113 try
12114 {
12115 TaskInventoryItem item = m_item;
12116 if (item == null)
12117 {
12118 replydata = "SERVICE_ERROR";
12119 return;
12120 }
12121
12122 m_host.AddScriptLPS(1);
12123
12124 if (item.PermsGranter == UUID.Zero)
12125 {
12126 replydata = "MISSING_PERMISSION_DEBIT";
12127 return;
12128 }
12129
12130 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12131 {
12132 replydata = "MISSING_PERMISSION_DEBIT";
12133 return;
12134 }
12135
12136 UUID toID = new UUID();
12137
12138 if (!UUID.TryParse(destination, out toID))
12139 {
12140 replydata = "INVALID_AGENT";
12141 return;
12142 }
12143
12144 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12145
12146 if (money == null)
12147 {
12148 replydata = "TRANSFERS_DISABLED";
12149 return;
12150 }
12151
12152 bool result = money.ObjectGiveMoney(
12153 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12154
12155 if (result)
12156 {
12157 replycode = 1;
12158 return;
12159 }
12160
12161 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12162 }
12163 finally
12164 {
12165 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12166 "transaction_result", new Object[] {
12167 new LSL_String(txn.ToString()),
12168 new LSL_Integer(replycode),
12169 new LSL_String(replydata) },
12170 new DetectParams[0]));
12171 }
12172 });
12173
12174 return txn.ToString();
10968 } 12175 }
10969 12176
10970 #endregion 12177 #endregion
12178
12179 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12180 {
12181 SceneObjectGroup group = m_host.ParentGroup;
12182
12183 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12184 return;
12185 if (group.IsAttachment)
12186 return;
12187
12188 if (frames.Data.Length > 0) // We are getting a new motion
12189 {
12190 if (group.RootPart.KeyframeMotion != null)
12191 group.RootPart.KeyframeMotion.Stop();
12192 group.RootPart.KeyframeMotion = null;
12193
12194 int idx = 0;
12195
12196 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12197 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12198
12199 while (idx < options.Data.Length)
12200 {
12201 int option = (int)options.GetLSLIntegerItem(idx++);
12202 int remain = options.Data.Length - idx;
12203
12204 switch (option)
12205 {
12206 case ScriptBaseClass.KFM_MODE:
12207 if (remain < 1)
12208 break;
12209 int modeval = (int)options.GetLSLIntegerItem(idx++);
12210 switch(modeval)
12211 {
12212 case ScriptBaseClass.KFM_FORWARD:
12213 mode = KeyframeMotion.PlayMode.Forward;
12214 break;
12215 case ScriptBaseClass.KFM_REVERSE:
12216 mode = KeyframeMotion.PlayMode.Reverse;
12217 break;
12218 case ScriptBaseClass.KFM_LOOP:
12219 mode = KeyframeMotion.PlayMode.Loop;
12220 break;
12221 case ScriptBaseClass.KFM_PING_PONG:
12222 mode = KeyframeMotion.PlayMode.PingPong;
12223 break;
12224 }
12225 break;
12226 case ScriptBaseClass.KFM_DATA:
12227 if (remain < 1)
12228 break;
12229 int dataval = (int)options.GetLSLIntegerItem(idx++);
12230 data = (KeyframeMotion.DataFormat)dataval;
12231 break;
12232 }
12233 }
12234
12235 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12236
12237 idx = 0;
12238
12239 int elemLength = 2;
12240 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12241 elemLength = 3;
12242
12243 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12244 while (idx < frames.Data.Length)
12245 {
12246 int remain = frames.Data.Length - idx;
12247
12248 if (remain < elemLength)
12249 break;
12250
12251 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12252 frame.Position = null;
12253 frame.Rotation = null;
12254
12255 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12256 {
12257 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12258 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12259 }
12260 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12261 {
12262 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12263 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12264 }
12265
12266 float tempf = (float)frames.GetLSLFloatItem(idx++);
12267 frame.TimeMS = (int)(tempf * 1000.0f);
12268
12269 keyframes.Add(frame);
12270 }
12271
12272 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12273 group.RootPart.KeyframeMotion.Start();
12274 }
12275 else
12276 {
12277 if (group.RootPart.KeyframeMotion == null)
12278 return;
12279
12280 if (options.Data.Length == 0)
12281 {
12282 group.RootPart.KeyframeMotion.Stop();
12283 return;
12284 }
12285
12286 int code = (int)options.GetLSLIntegerItem(0);
12287
12288 int idx = 0;
12289
12290 while (idx < options.Data.Length)
12291 {
12292 int option = (int)options.GetLSLIntegerItem(idx++);
12293 int remain = options.Data.Length - idx;
12294
12295 switch (option)
12296 {
12297 case ScriptBaseClass.KFM_COMMAND:
12298 int cmd = (int)options.GetLSLIntegerItem(idx++);
12299 switch (cmd)
12300 {
12301 case ScriptBaseClass.KFM_CMD_PLAY:
12302 group.RootPart.KeyframeMotion.Start();
12303 break;
12304 case ScriptBaseClass.KFM_CMD_STOP:
12305 group.RootPart.KeyframeMotion.Stop();
12306 break;
12307 case ScriptBaseClass.KFM_CMD_PAUSE:
12308 group.RootPart.KeyframeMotion.Pause();
12309 break;
12310 }
12311 break;
12312 }
12313 }
12314 }
12315 }
10971 } 12316 }
10972 12317
10973 public class NotecardCache 12318 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index ad1a358..51ace1a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_ScriptEngine = ScriptEngine; 146 m_ScriptEngine = ScriptEngine;
146 m_host = host; 147 m_host = host;
147 m_item = item; 148 m_item = item;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -920,18 +929,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
920 if (target != null) 929 if (target != null)
921 { 930 {
922 UUID animID=UUID.Zero; 931 UUID animID=UUID.Zero;
923 lock (m_host.TaskInventory) 932 m_host.TaskInventory.LockItemsForRead(true);
933 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
924 { 934 {
925 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 935 if (inv.Value.Name == animation)
926 { 936 {
927 if (inv.Value.Name == animation) 937 if (inv.Value.Type == (int)AssetType.Animation)
928 { 938 animID = inv.Value.AssetID;
929 if (inv.Value.Type == (int)AssetType.Animation) 939 continue;
930 animID = inv.Value.AssetID;
931 continue;
932 }
933 } 940 }
934 } 941 }
942 m_host.TaskInventory.LockItemsForRead(false);
935 if (animID == UUID.Zero) 943 if (animID == UUID.Zero)
936 target.Animator.AddAnimation(animation, m_host.UUID); 944 target.Animator.AddAnimation(animation, m_host.UUID);
937 else 945 else
@@ -958,18 +966,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
958 if (target != null) 966 if (target != null)
959 { 967 {
960 UUID animID = UUID.Zero; 968 UUID animID = UUID.Zero;
961 lock (m_host.TaskInventory) 969 m_host.TaskInventory.LockItemsForRead(true);
970 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
962 { 971 {
963 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 972 if (inv.Value.Name == animation)
964 { 973 {
965 if (inv.Value.Name == animation) 974 if (inv.Value.Type == (int)AssetType.Animation)
966 { 975 animID = inv.Value.AssetID;
967 if (inv.Value.Type == (int)AssetType.Animation) 976 continue;
968 animID = inv.Value.AssetID;
969 continue;
970 }
971 } 977 }
972 } 978 }
979 m_host.TaskInventory.LockItemsForRead(false);
973 980
974 if (animID == UUID.Zero) 981 if (animID == UUID.Zero)
975 target.Animator.RemoveAnimation(animation); 982 target.Animator.RemoveAnimation(animation);
@@ -1790,6 +1797,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1790 1797
1791 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1798 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1792 { 1799 {
1800 m_host.TaskInventory.LockItemsForRead(true);
1793 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1794 { 1802 {
1795 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1803 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1797,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1797 assetID = item.AssetID; 1805 assetID = item.AssetID;
1798 } 1806 }
1799 } 1807 }
1808 m_host.TaskInventory.LockItemsForRead(false);
1800 } 1809 }
1801 1810
1802 if (assetID == UUID.Zero) 1811 if (assetID == UUID.Zero)
@@ -2264,7 +2273,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2264 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2273 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2265 m_host.AddScriptLPS(1); 2274 m_host.AddScriptLPS(1);
2266 2275
2267 return NpcCreate(firstname, lastname, position, notecard, false, false); 2276 return NpcCreate(firstname, lastname, position, notecard, true, false);
2268 } 2277 }
2269 2278
2270 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2279 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2275,24 +2284,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2275 return NpcCreate( 2284 return NpcCreate(
2276 firstname, lastname, position, notecard, 2285 firstname, lastname, position, notecard,
2277 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2286 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2278 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2287 false);
2288// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2279 } 2289 }
2280 2290
2281 private LSL_Key NpcCreate( 2291 private LSL_Key NpcCreate(
2282 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2292 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2283 { 2293 {
2294 if (!owned)
2295 OSSLError("Unowned NPCs are unsupported");
2296
2297 string groupTitle = String.Empty;
2298
2299 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2300 return new LSL_Key(UUID.Zero.ToString());
2301
2302 if (firstname != String.Empty || lastname != String.Empty)
2303 {
2304 if (firstname != "Shown outfit:")
2305 groupTitle = "- NPC -";
2306 }
2307
2284 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2308 INPCModule module = World.RequestModuleInterface<INPCModule>();
2285 if (module != null) 2309 if (module != null)
2286 { 2310 {
2287 AvatarAppearance appearance = null; 2311 AvatarAppearance appearance = null;
2288 2312
2289 UUID id; 2313// UUID id;
2290 if (UUID.TryParse(notecard, out id)) 2314// if (UUID.TryParse(notecard, out id))
2291 { 2315// {
2292 ScenePresence clonePresence = World.GetScenePresence(id); 2316// ScenePresence clonePresence = World.GetScenePresence(id);
2293 if (clonePresence != null) 2317// if (clonePresence != null)
2294 appearance = clonePresence.Appearance; 2318// appearance = clonePresence.Appearance;
2295 } 2319// }
2296 2320
2297 if (appearance == null) 2321 if (appearance == null)
2298 { 2322 {
@@ -2320,6 +2344,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2320 World, 2344 World,
2321 appearance); 2345 appearance);
2322 2346
2347 ScenePresence sp;
2348 if (World.TryGetScenePresence(x, out sp))
2349 {
2350 sp.Grouptitle = groupTitle;
2351 sp.SendAvatarDataToAllAgents();
2352 }
2323 return new LSL_Key(x.ToString()); 2353 return new LSL_Key(x.ToString());
2324 } 2354 }
2325 2355
@@ -2611,16 +2641,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2611 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2641 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2612 m_host.AddScriptLPS(1); 2642 m_host.AddScriptLPS(1);
2613 2643
2614 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2644 ManualResetEvent ev = new ManualResetEvent(false);
2615 if (module != null)
2616 {
2617 UUID npcId = new UUID(npc.m_string);
2618 2645
2619 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2646 Util.FireAndForget(delegate(object x) {
2620 return; 2647 try
2648 {
2649 INPCModule module = World.RequestModuleInterface<INPCModule>();
2650 if (module != null)
2651 {
2652 UUID npcId = new UUID(npc.m_string);
2621 2653
2622 module.DeleteNPC(npcId, World); 2654 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2623 } 2655 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2656 {
2657 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2658 return;
2659 }
2660
2661 module.DeleteNPC(npcId, World);
2662 }
2663 }
2664 finally
2665 {
2666 ev.Set();
2667 }
2668 });
2669 ev.WaitOne();
2624 } 2670 }
2625 2671
2626 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2672 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3154,4 +3200,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3154 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3200 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3155 } 3201 }
3156 } 3202 }
3157} \ No newline at end of file 3203}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3844753..19f3ce1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -319,7 +319,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
319 float dy; 319 float dy;
320 float dz; 320 float dz;
321 321
322 Quaternion q = SensePoint.GetWorldRotation(); 322// Quaternion q = SensePoint.RotationOffset;
323 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
323 if (SensePoint.ParentGroup.IsAttachment) 324 if (SensePoint.ParentGroup.IsAttachment)
324 { 325 {
325 // In attachments, rotate the sensor cone with the 326 // In attachments, rotate the sensor cone with the
@@ -333,7 +334,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
333 // Position of a sensor in a child prim attached to an avatar 334 // Position of a sensor in a child prim attached to an avatar
334 // will be still wrong. 335 // will be still wrong.
335 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 336 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
336 q = avatar.Rotation * q; 337 fromRegionPos = avatar.AbsolutePosition;
338 q = avatar.Rotation;
337 } 339 }
338 340
339 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 341 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -463,7 +465,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
463 // Position of a sensor in a child prim attached to an avatar 465 // Position of a sensor in a child prim attached to an avatar
464 // will be still wrong. 466 // will be still wrong.
465 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 467 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
466 q = avatar.Rotation * q; 468 if (avatar == null)
469 return sensedEntities;
470 fromRegionPos = avatar.AbsolutePosition;
471 q = avatar.Rotation;
467 } 472 }
468 473
469 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 474 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
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..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
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.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 7f5d1fe..048124d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -355,6 +357,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
355 void llSetParcelMusicURL(string url); 357 void llSetParcelMusicURL(string url);
356 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 358 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
357 void llSetPos(LSL_Vector pos); 359 void llSetPos(LSL_Vector pos);
360 LSL_Integer llSetRegionPos(LSL_Vector pos);
358 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 361 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
359 void llSetPrimitiveParams(LSL_List rules); 362 void llSetPrimitiveParams(LSL_List rules);
360 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 363 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -403,6 +406,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
403 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 406 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
404 void llTargetRemove(int number); 407 void llTargetRemove(int number);
405 void llTeleportAgentHome(string agent); 408 void llTeleportAgentHome(string agent);
409 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
406 void llTextBox(string avatar, string message, int chat_channel); 410 void llTextBox(string avatar, string message, int chat_channel);
407 LSL_String llToLower(string source); 411 LSL_String llToLower(string source);
408 LSL_String llToUpper(string source); 412 LSL_String llToUpper(string source);
@@ -419,9 +423,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
419 LSL_Vector llWind(LSL_Vector offset); 423 LSL_Vector llWind(LSL_Vector offset);
420 LSL_String llXorBase64Strings(string str1, string str2); 424 LSL_String llXorBase64Strings(string str1, string str2);
421 LSL_String llXorBase64StringsCorrect(string str1, string str2); 425 LSL_String llXorBase64StringsCorrect(string str1, string str2);
422 void print(string str); 426 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
427 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
423 428
424 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 429 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
425 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 430 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
431 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
426 } 432 }
427} 433}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index e92518d..7382495 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 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_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
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 string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
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/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index b6c21e6..5c6ad8a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -94,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
94 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
95 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
96 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
97 98
98 //Particle Systems 99 //Particle Systems
99 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -282,6 +283,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 283 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 284 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 285 public const int CHANGED_ANIMATION = 16384;
286 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 287 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 288 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 289 public const int TYPE_FLOAT = 2;
@@ -586,6 +588,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
586 public const int PRIM_MEDIA_PERM_OWNER = 1; 588 public const int PRIM_MEDIA_PERM_OWNER = 1;
587 public const int PRIM_MEDIA_PERM_GROUP = 2; 589 public const int PRIM_MEDIA_PERM_GROUP = 2;
588 public const int PRIM_MEDIA_PERM_ANYONE = 4; 590 public const int PRIM_MEDIA_PERM_ANYONE = 4;
591
592 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
593 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
594 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
595 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
596
597 public const int PRIM_PHYSICS_MATERIAL = 31;
598 public const int DENSITY = 1;
599 public const int FRICTION = 2;
600 public const int RESTITUTION = 4;
601 public const int GRAVITY_MULTIPLIER = 8;
589 602
590 // extra constants for llSetPrimMediaParams 603 // extra constants for llSetPrimMediaParams
591 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 604 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -659,5 +672,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
659 public static readonly LSLInteger RCERR_UNKNOWN = -1; 672 public static readonly LSLInteger RCERR_UNKNOWN = -1;
660 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 673 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
661 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 674 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
675
676 public const int KFM_MODE = 1;
677 public const int KFM_LOOP = 1;
678 public const int KFM_REVERSE = 3;
679 public const int KFM_FORWARD = 0;
680 public const int KFM_PING_PONG = 2;
681 public const int KFM_DATA = 2;
682 public const int KFM_TRANSLATION = 2;
683 public const int KFM_ROTATION = 1;
684 public const int KFM_COMMAND = 0;
685 public const int KFM_CMD_PLAY = 0;
686 public const int KFM_CMD_STOP = 1;
687 public const int KFM_CMD_PAUSE = 2;
662 } 688 }
663} 689}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index c0bf29c..2d23d30 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -474,6 +481,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 481 return m_LSL_Functions.llGetFreeMemory();
475 } 482 }
476 483
484 public LSL_Integer llGetUsedMemory()
485 {
486 return m_LSL_Functions.llGetUsedMemory();
487 }
488
477 public LSL_Integer llGetFreeURLs() 489 public LSL_Integer llGetFreeURLs()
478 { 490 {
479 return m_LSL_Functions.llGetFreeURLs(); 491 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +591,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 591 return m_LSL_Functions.llGetMass();
580 } 592 }
581 593
594 public LSL_Float llGetMassMKS()
595 {
596 return m_LSL_Functions.llGetMassMKS();
597 }
598
582 public LSL_Integer llGetMemoryLimit() 599 public LSL_Integer llGetMemoryLimit()
583 { 600 {
584 return m_LSL_Functions.llGetMemoryLimit(); 601 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +861,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 861 return m_LSL_Functions.llGetUnixTime();
845 } 862 }
846 863
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 864 public LSL_Vector llGetVel()
853 { 865 {
854 return m_LSL_Functions.llGetVel(); 866 return m_LSL_Functions.llGetVel();
@@ -874,6 +886,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 886 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 887 }
876 888
889 public LSL_String llTransferLindenDollars(string destination, int amount)
890 {
891 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
892 }
893
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 894 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 895 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 896 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1598,6 +1615,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1598 m_LSL_Functions.llSetPos(pos); 1615 m_LSL_Functions.llSetPos(pos);
1599 } 1616 }
1600 1617
1618 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1619 {
1620 return m_LSL_Functions.llSetRegionPos(pos);
1621 }
1622
1601 public void llSetPrimitiveParams(LSL_List rules) 1623 public void llSetPrimitiveParams(LSL_List rules)
1602 { 1624 {
1603 m_LSL_Functions.llSetPrimitiveParams(rules); 1625 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1833,6 +1855,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1833 m_LSL_Functions.llTargetRemove(number); 1855 m_LSL_Functions.llTargetRemove(number);
1834 } 1856 }
1835 1857
1858 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1859 {
1860 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1861 }
1862
1836 public void llTeleportAgentHome(string agent) 1863 public void llTeleportAgentHome(string agent)
1837 { 1864 {
1838 m_LSL_Functions.llTeleportAgentHome(agent); 1865 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1948,9 +1975,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1948 return m_LSL_Functions.llClearLinkMedia(link, face); 1975 return m_LSL_Functions.llClearLinkMedia(link, face);
1949 } 1976 }
1950 1977
1951 public void print(string str) 1978 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1979 {
1980 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1981 }
1982
1983 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1984 {
1985 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1986 }
1987
1988 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1952 { 1989 {
1953 m_LSL_Functions.print(str); 1990 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1954 } 1991 }
1955 } 1992 }
1956} 1993}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
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/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 329e361..5cad883 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;
@@ -218,13 +219,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
218 219
219 if (part != null) 220 if (part != null)
220 { 221 {
221 lock (part.TaskInventory) 222 part.TaskInventory.LockItemsForRead(true);
223 if (part.TaskInventory.ContainsKey(ItemID))
222 { 224 {
223 if (part.TaskInventory.ContainsKey(ItemID)) 225 ScriptTask = part.TaskInventory[ItemID];
224 {
225 ScriptTask = part.TaskInventory[ItemID];
226 }
227 } 226 }
227 part.TaskInventory.LockItemsForRead(false);
228 } 228 }
229 229
230 ApiManager am = new ApiManager(); 230 ApiManager am = new ApiManager();
@@ -416,14 +416,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
416 { 416 {
417 int permsMask; 417 int permsMask;
418 UUID permsGranter; 418 UUID permsGranter;
419 lock (part.TaskInventory) 419 part.TaskInventory.LockItemsForRead(true);
420 if (!part.TaskInventory.ContainsKey(ItemID))
420 { 421 {
421 if (!part.TaskInventory.ContainsKey(ItemID)) 422 part.TaskInventory.LockItemsForRead(false);
422 return; 423 return;
423
424 permsGranter = part.TaskInventory[ItemID].PermsGranter;
425 permsMask = part.TaskInventory[ItemID].PermsMask;
426 } 424 }
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 part.TaskInventory.LockItemsForRead(false);
427 428
428 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
429 { 430 {
@@ -551,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
551 return true; 552 return true;
552 } 553 }
553 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
554 public void SetState(string state) 556 public void SetState(string state)
555 { 557 {
556 if (state == State) 558 if (state == State)
@@ -562,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
562 new DetectParams[0])); 564 new DetectParams[0]));
563 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
564 new DetectParams[0])); 566 new DetectParams[0]));
565 567
566 throw new EventAbortException(); 568 throw new EventAbortException();
567 } 569 }
568 570
@@ -652,45 +654,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
652 /// <returns></returns> 654 /// <returns></returns>
653 public object EventProcessor() 655 public object EventProcessor()
654 { 656 {
657 EventParams data = null;
655 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 658 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
656 if (!Running) 659 if (!Running)
657 return 0; 660 return 0;
658 661
659 lock (m_Script)
660 {
661// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
662 663
663 if (Suspended) 664 if (Suspended)
664 return 0; 665 return 0;
665
666 EventParams data = null;
667 666
668 lock (EventQueue) 667 lock (EventQueue)
668 {
669 data = (EventParams) EventQueue.Dequeue();
670 if (data == null) // Shouldn't happen
669 { 671 {
670 data = (EventParams)EventQueue.Dequeue(); 672 if (EventQueue.Count > 0 && Running && !ShuttingDown)
671 if (data == null) // Shouldn't happen
672 { 673 {
673 if (EventQueue.Count > 0 && Running && !ShuttingDown) 674 m_CurrentWorkItem = Engine.QueueEventHandler(this);
674 {
675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
676 }
677 else
678 {
679 m_CurrentWorkItem = null;
680 }
681 return 0;
682 } 675 }
683 676 else
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 { 677 {
688 if (m_ControlEventsInQueue > 0) 678 m_CurrentWorkItem = null;
689 m_ControlEventsInQueue--;
690 } 679 }
691 if (data.EventName == "collision") 680 return 0;
692 m_CollisionInQueue = false;
693 } 681 }
682
683 if (data.EventName == "timer")
684 m_TimerQueued = false;
685 if (data.EventName == "control")
686 {
687 if (m_ControlEventsInQueue > 0)
688 m_ControlEventsInQueue--;
689 }
690 if (data.EventName == "collision")
691 m_CollisionInQueue = false;
692 }
693
694 lock(m_Script)
695 {
694 696
695// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 697// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
696 698
@@ -859,6 +861,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
859 new Object[0], new DetectParams[0])); 861 new Object[0], new DetectParams[0]));
860 } 862 }
861 863
864 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
862 public void ApiResetScript() 865 public void ApiResetScript()
863 { 866 {
864 // bool running = Running; 867 // bool running = Running;
@@ -890,10 +893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
890 893
891 public Dictionary<string, object> GetVars() 894 public Dictionary<string, object> GetVars()
892 { 895 {
893 if (m_Script != null) 896 return m_Script.GetVars();
894 return m_Script.GetVars();
895 else
896 return new Dictionary<string, object>();
897 } 897 }
898 898
899 public void SetVars(Dictionary<string, object> vars) 899 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index a9b6e67..eeb125e 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.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.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -112,6 +113,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
112 private Dictionary<UUID, IScriptInstance> m_Scripts = 113 private Dictionary<UUID, IScriptInstance> m_Scripts =
113 new Dictionary<UUID, IScriptInstance>(); 114 new Dictionary<UUID, IScriptInstance>();
114 115
116 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
117
115 // Maps the asset ID to the assembly 118 // Maps the asset ID to the assembly
116 119
117 private Dictionary<UUID, string> m_Assemblies = 120 private Dictionary<UUID, string> m_Assemblies =
@@ -134,6 +137,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
134 IWorkItemResult m_CurrentCompile = null; 137 IWorkItemResult m_CurrentCompile = null;
135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 138 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
136 139
140 private void lockScriptsForRead(bool locked)
141 {
142 if (locked)
143 {
144 if (m_scriptsLock.RecursiveReadCount > 0)
145 {
146 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.");
147 m_scriptsLock.ExitReadLock();
148 }
149 if (m_scriptsLock.RecursiveWriteCount > 0)
150 {
151 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
152 m_scriptsLock.ExitWriteLock();
153 }
154
155 while (!m_scriptsLock.TryEnterReadLock(60000))
156 {
157 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.");
158 if (m_scriptsLock.IsWriteLockHeld)
159 {
160 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
161 }
162 }
163 }
164 else
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_scriptsLock.ExitReadLock();
169 }
170 }
171 }
172 private void lockScriptsForWrite(bool locked)
173 {
174 if (locked)
175 {
176 if (m_scriptsLock.RecursiveReadCount > 0)
177 {
178 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.");
179 m_scriptsLock.ExitReadLock();
180 }
181 if (m_scriptsLock.RecursiveWriteCount > 0)
182 {
183 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
184 m_scriptsLock.ExitWriteLock();
185 }
186
187 while (!m_scriptsLock.TryEnterWriteLock(60000))
188 {
189 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.");
190 if (m_scriptsLock.IsWriteLockHeld)
191 {
192 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
193 }
194 }
195 }
196 else
197 {
198 if (m_scriptsLock.RecursiveWriteCount > 0)
199 {
200 m_scriptsLock.ExitWriteLock();
201 }
202 }
203 }
204
137 public string ScriptEngineName 205 public string ScriptEngineName
138 { 206 {
139 get { return "XEngine"; } 207 get { return "XEngine"; }
@@ -527,44 +595,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
527 { 595 {
528 if (!m_Enabled) 596 if (!m_Enabled)
529 return; 597 return;
530 598 lockScriptsForRead(true);
531 lock (m_Scripts) 599 foreach (IScriptInstance instance in m_Scripts.Values)
532 { 600 {
533 m_log.InfoFormat( 601 // Force a final state save
534 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 602 //
535 603 if (m_Assemblies.ContainsKey(instance.AssetID))
536 foreach (IScriptInstance instance in m_Scripts.Values)
537 { 604 {
538 // Force a final state save 605 string assembly = m_Assemblies[instance.AssetID];
539 // 606 instance.SaveState(assembly);
540 if (m_Assemblies.ContainsKey(instance.AssetID)) 607 }
541 {
542 string assembly = m_Assemblies[instance.AssetID];
543 instance.SaveState(assembly);
544 }
545 608
546 // Clear the event queue and abort the instance thread 609 // Clear the event queue and abort the instance thread
547 // 610 //
548 instance.ClearQueue(); 611 instance.ClearQueue();
549 instance.Stop(0); 612 instance.Stop(0);
550 613
551 // Release events, timer, etc 614 // Release events, timer, etc
552 // 615 //
553 instance.DestroyScriptInstance(); 616 instance.DestroyScriptInstance();
554 617
555 // Unload scripts and app domains. 618 // Unload scripts and app domains
556 // Must be done explicitly because they have infinite 619 // Must be done explicitly because they have infinite
557 // lifetime. 620 // lifetime
558 // However, don't bother to do this if the simulator is shutting 621 //
559 // down since it takes a long time with many scripts. 622 if (!m_SimulatorShuttingDown)
560 if (!m_SimulatorShuttingDown) 623 {
624 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
625 if (m_DomainScripts[instance.AppDomain].Count == 0)
561 { 626 {
562 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 627 m_DomainScripts.Remove(instance.AppDomain);
563 if (m_DomainScripts[instance.AppDomain].Count == 0) 628 UnloadAppDomain(instance.AppDomain);
564 {
565 m_DomainScripts.Remove(instance.AppDomain);
566 UnloadAppDomain(instance.AppDomain);
567 }
568 } 629 }
569 } 630 }
570 631
@@ -573,6 +634,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
573 m_Assemblies.Clear(); 634 m_Assemblies.Clear();
574 m_DomainScripts.Clear(); 635 m_DomainScripts.Clear();
575 } 636 }
637 lockScriptsForRead(false);
638 lockScriptsForWrite(true);
639 m_Scripts.Clear();
640 lockScriptsForWrite(false);
641 m_PrimObjects.Clear();
642 m_Assemblies.Clear();
643 m_DomainScripts.Clear();
644
576 lock (m_ScriptEngines) 645 lock (m_ScriptEngines)
577 { 646 {
578 m_ScriptEngines.Remove(this); 647 m_ScriptEngines.Remove(this);
@@ -637,22 +706,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
637 706
638 List<IScriptInstance> instances = new List<IScriptInstance>(); 707 List<IScriptInstance> instances = new List<IScriptInstance>();
639 708
640 lock (m_Scripts) 709 lockScriptsForRead(true);
641 { 710 foreach (IScriptInstance instance in m_Scripts.Values)
642 foreach (IScriptInstance instance in m_Scripts.Values)
643 instances.Add(instance); 711 instances.Add(instance);
644 } 712 lockScriptsForRead(false);
645 713
646 foreach (IScriptInstance i in instances) 714 foreach (IScriptInstance i in instances)
647 { 715 {
648 string assembly = String.Empty; 716 string assembly = String.Empty;
649 717
650 lock (m_Scripts) 718
651 {
652 if (!m_Assemblies.ContainsKey(i.AssetID)) 719 if (!m_Assemblies.ContainsKey(i.AssetID))
653 continue; 720 continue;
654 assembly = m_Assemblies[i.AssetID]; 721 assembly = m_Assemblies[i.AssetID];
655 } 722
656 723
657 i.SaveState(assembly); 724 i.SaveState(assembly);
658 } 725 }
@@ -996,95 +1063,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
996 } 1063 }
997 1064
998 ScriptInstance instance = null; 1065 ScriptInstance instance = null;
999 lock (m_Scripts) 1066 // Create the object record
1067 lockScriptsForRead(true);
1068 if ((!m_Scripts.ContainsKey(itemID)) ||
1069 (m_Scripts[itemID].AssetID != assetID))
1000 { 1070 {
1001 // Create the object record 1071 lockScriptsForRead(false);
1002 if ((!m_Scripts.ContainsKey(itemID)) ||
1003 (m_Scripts[itemID].AssetID != assetID))
1004 {
1005 UUID appDomain = assetID;
1006 1072
1007 if (part.ParentGroup.IsAttachment) 1073 UUID appDomain = assetID;
1008 appDomain = part.ParentGroup.RootPart.UUID;
1009 1074
1010 if (!m_AppDomains.ContainsKey(appDomain)) 1075 if (part.ParentGroup.IsAttachment)
1011 { 1076 appDomain = part.ParentGroup.RootPart.UUID;
1012 try
1013 {
1014 AppDomainSetup appSetup = new AppDomainSetup();
1015 appSetup.PrivateBinPath = Path.Combine(
1016 m_ScriptEnginesPath,
1017 m_Scene.RegionInfo.RegionID.ToString());
1018 1077
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1078 if (!m_AppDomains.ContainsKey(appDomain))
1020 Evidence evidence = new Evidence(baseEvidence); 1079 {
1080 try
1081 {
1082 AppDomainSetup appSetup = new AppDomainSetup();
1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1021 1086
1022 AppDomain sandbox; 1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1023 if (m_AppDomainLoading) 1088 Evidence evidence = new Evidence(baseEvidence);
1024 {
1025 sandbox = AppDomain.CreateDomain(
1026 m_Scene.RegionInfo.RegionID.ToString(),
1027 evidence, appSetup);
1028 sandbox.AssemblyResolve +=
1029 new ResolveEventHandler(
1030 AssemblyResolver.OnAssemblyResolve);
1031 }
1032 else
1033 {
1034 sandbox = AppDomain.CurrentDomain;
1035 }
1036
1037 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1038 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1039 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1040 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1041 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1042 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1043 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1044
1045 m_AppDomains[appDomain] = sandbox;
1046 1089
1047 m_DomainScripts[appDomain] = new List<UUID>(); 1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 {
1093 sandbox = AppDomain.CreateDomain(
1094 m_Scene.RegionInfo.RegionID.ToString(),
1095 evidence, appSetup);
1096 m_AppDomains[appDomain].AssemblyResolve +=
1097 new ResolveEventHandler(
1098 AssemblyResolver.OnAssemblyResolve);
1048 } 1099 }
1049 catch (Exception e) 1100 else
1050 { 1101 {
1051 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1102 sandbox = AppDomain.CurrentDomain;
1052 m_ScriptErrorMessage += "Exception creating app domain:\n";
1053 m_ScriptFailCount++;
1054 lock (m_AddingAssemblies)
1055 {
1056 m_AddingAssemblies[assembly]--;
1057 }
1058 return false;
1059 } 1103 }
1060 }
1061 m_DomainScripts[appDomain].Add(itemID);
1062
1063 instance = new ScriptInstance(this, part,
1064 itemID, assetID, assembly,
1065 m_AppDomains[appDomain],
1066 part.ParentGroup.RootPart.Name,
1067 item.Name, startParam, postOnRez,
1068 stateSource, m_MaxScriptQueue);
1069
1070 m_log.DebugFormat(
1071 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1072 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1073 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1074 1104
1075 if (presence != null) 1105 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1106 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1107 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1108 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1109 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1110 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1111 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1112
1113 m_AppDomains[appDomain] = sandbox;
1114
1115 m_DomainScripts[appDomain] = new List<UUID>();
1116 }
1117 catch (Exception e)
1076 { 1118 {
1077 ShowScriptSaveResponse(item.OwnerID, 1119 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1078 assetID, "Compile successful", true); 1120 m_ScriptErrorMessage += "Exception creating app domain:\n";
1121 m_ScriptFailCount++;
1122 lock (m_AddingAssemblies)
1123 {
1124 m_AddingAssemblies[assembly]--;
1125 }
1126 return false;
1079 } 1127 }
1128 }
1129 m_DomainScripts[appDomain].Add(itemID);
1130
1131 instance = new ScriptInstance(this, part,
1132 itemID, assetID, assembly,
1133 m_AppDomains[appDomain],
1134 part.ParentGroup.RootPart.Name,
1135 item.Name, startParam, postOnRez,
1136 stateSource, m_MaxScriptQueue);
1137
1138 m_log.DebugFormat(
1139 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1140 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1141 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1080 1142
1081 instance.AppDomain = appDomain; 1143 if (presence != null)
1082 instance.LineMap = linemap; 1144 {
1083 1145 ShowScriptSaveResponse(item.OwnerID,
1084 m_Scripts[itemID] = instance; 1146 assetID, "Compile successful", true);
1085 } 1147 }
1086 }
1087 1148
1149 instance.AppDomain = appDomain;
1150 instance.LineMap = linemap;
1151 lockScriptsForWrite(true);
1152 m_Scripts[itemID] = instance;
1153 lockScriptsForWrite(false);
1154 }
1155 else
1156 {
1157 lockScriptsForRead(false);
1158 }
1088 lock (m_PrimObjects) 1159 lock (m_PrimObjects)
1089 { 1160 {
1090 if (!m_PrimObjects.ContainsKey(localID)) 1161 if (!m_PrimObjects.ContainsKey(localID))
@@ -1102,9 +1173,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1102 m_AddingAssemblies[assembly]--; 1173 m_AddingAssemblies[assembly]--;
1103 } 1174 }
1104 1175
1105 if (instance != null) 1176 if (instance!=null)
1106 instance.Init(); 1177 instance.Init();
1107 1178
1108 return true; 1179 return true;
1109 } 1180 }
1110 1181
@@ -1117,18 +1188,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1117 m_CompileDict.Remove(itemID); 1188 m_CompileDict.Remove(itemID);
1118 } 1189 }
1119 1190
1120 IScriptInstance instance = null; 1191 lockScriptsForRead(true);
1121 1192 // Do we even have it?
1122 lock (m_Scripts) 1193 if (!m_Scripts.ContainsKey(itemID))
1123 { 1194 {
1124 // Do we even have it? 1195 // Do we even have it?
1125 if (!m_Scripts.ContainsKey(itemID)) 1196 if (!m_Scripts.ContainsKey(itemID))
1126 return; 1197 return;
1127 1198
1128 instance = m_Scripts[itemID]; 1199 lockScriptsForRead(false);
1200 lockScriptsForWrite(true);
1129 m_Scripts.Remove(itemID); 1201 m_Scripts.Remove(itemID);
1202 lockScriptsForWrite(false);
1203
1204 return;
1130 } 1205 }
1206
1131 1207
1208 IScriptInstance instance=m_Scripts[itemID];
1209 lockScriptsForRead(false);
1210 lockScriptsForWrite(true);
1211 m_Scripts.Remove(itemID);
1212 lockScriptsForWrite(false);
1132 instance.ClearQueue(); 1213 instance.ClearQueue();
1133 1214
1134 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1215 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1167,8 +1248,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1167 1248
1168 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1249 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1169 if (handlerObjectRemoved != null) 1250 if (handlerObjectRemoved != null)
1170 handlerObjectRemoved(instance.ObjectID); 1251 {
1252 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1253 handlerObjectRemoved(part.UUID);
1254 }
1171 1255
1256 CleanAssemblies();
1257
1172 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1258 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1173 if (handlerScriptRemoved != null) 1259 if (handlerScriptRemoved != null)
1174 handlerScriptRemoved(itemID); 1260 handlerScriptRemoved(itemID);
@@ -1310,7 +1396,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1310 return false; 1396 return false;
1311 1397
1312 uuids = m_PrimObjects[localID]; 1398 uuids = m_PrimObjects[localID];
1313 } 1399
1314 1400
1315 foreach (UUID itemID in uuids) 1401 foreach (UUID itemID in uuids)
1316 { 1402 {
@@ -1328,6 +1414,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1328 result = true; 1414 result = true;
1329 } 1415 }
1330 } 1416 }
1417 }
1331 1418
1332 return result; 1419 return result;
1333 } 1420 }
@@ -1429,12 +1516,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1429 private IScriptInstance GetInstance(UUID itemID) 1516 private IScriptInstance GetInstance(UUID itemID)
1430 { 1517 {
1431 IScriptInstance instance; 1518 IScriptInstance instance;
1432 lock (m_Scripts) 1519 lockScriptsForRead(true);
1520 if (!m_Scripts.ContainsKey(itemID))
1433 { 1521 {
1434 if (!m_Scripts.ContainsKey(itemID)) 1522 lockScriptsForRead(false);
1435 return null; 1523 return null;
1436 instance = m_Scripts[itemID];
1437 } 1524 }
1525 instance = m_Scripts[itemID];
1526 lockScriptsForRead(false);
1438 return instance; 1527 return instance;
1439 } 1528 }
1440 1529
@@ -1458,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1458 return false; 1547 return false;
1459 } 1548 }
1460 1549
1550 [DebuggerNonUserCode]
1461 public void ApiResetScript(UUID itemID) 1551 public void ApiResetScript(UUID itemID)
1462 { 1552 {
1463 IScriptInstance instance = GetInstance(itemID); 1553 IScriptInstance instance = GetInstance(itemID);
@@ -1509,6 +1599,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1509 return UUID.Zero; 1599 return UUID.Zero;
1510 } 1600 }
1511 1601
1602 [DebuggerNonUserCode]
1512 public void SetState(UUID itemID, string newState) 1603 public void SetState(UUID itemID, string newState)
1513 { 1604 {
1514 IScriptInstance instance = GetInstance(itemID); 1605 IScriptInstance instance = GetInstance(itemID);
@@ -1531,11 +1622,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1531 1622
1532 List<IScriptInstance> instances = new List<IScriptInstance>(); 1623 List<IScriptInstance> instances = new List<IScriptInstance>();
1533 1624
1534 lock (m_Scripts) 1625 lockScriptsForRead(true);
1535 { 1626 foreach (IScriptInstance instance in m_Scripts.Values)
1536 foreach (IScriptInstance instance in m_Scripts.Values)
1537 instances.Add(instance); 1627 instances.Add(instance);
1538 } 1628 lockScriptsForRead(false);
1539 1629
1540 foreach (IScriptInstance i in instances) 1630 foreach (IScriptInstance i in instances)
1541 { 1631 {
@@ -1989,5 +2079,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1989// else 2079// else
1990// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2080// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1991 } 2081 }
2082
2083 public bool HasScript(UUID itemID, out bool running)
2084 {
2085 running = true;
2086
2087 IScriptInstance instance = GetInstance(itemID);
2088 if (instance == null)
2089 return false;
2090
2091 running = instance.Running;
2092 return true;
2093 }
1992 } 2094 }
1993} 2095}
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
index 5c9be8f..8f6fa52 100644
--- a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
+++ b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
@@ -100,6 +100,11 @@ namespace OpenSim.Server.Handlers.Simulation
100 DoAgentDelete(request, responsedata, agentID, action, regionID); 100 DoAgentDelete(request, responsedata, agentID, action, regionID);
101 return responsedata; 101 return responsedata;
102 } 102 }
103 else if (method.Equals("DELETECHILD"))
104 {
105 DoChildAgentDelete(request, responsedata, agentID, action, regionID);
106 return responsedata;
107 }
103 else if (method.Equals("QUERYACCESS")) 108 else if (method.Equals("QUERYACCESS"))
104 { 109 {
105 DoQueryAccess(request, responsedata, agentID, regionID); 110 DoQueryAccess(request, responsedata, agentID, regionID);
@@ -205,6 +210,24 @@ namespace OpenSim.Server.Handlers.Simulation
205 } 210 }
206 } 211 }
207 212
213 protected void DoChildAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
214 {
215 m_log.Debug(" >>> DoChildAgentDelete action:" + action + "; RegionID:" + regionID);
216
217 GridRegion destination = new GridRegion();
218 destination.RegionID = regionID;
219
220 if (action.Equals("release"))
221 ReleaseAgent(regionID, id);
222 else
223 m_SimulationService.CloseChildAgent(destination, id);
224
225 responsedata["int_response_code"] = HttpStatusCode.OK;
226 responsedata["str_response_string"] = "OpenSim agent " + id.ToString();
227
228 m_log.Debug("[AGENT HANDLER]: Child Agent Released/Deleted.");
229 }
230
208 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID) 231 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
209 { 232 {
210 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID); 233 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID);
diff --git a/OpenSim/Services/AssetService/AssetService.cs b/OpenSim/Services/AssetService/AssetService.cs
index 137a9b0..1427e84 100644
--- a/OpenSim/Services/AssetService/AssetService.cs
+++ b/OpenSim/Services/AssetService/AssetService.cs
@@ -173,7 +173,10 @@ namespace OpenSim.Services.AssetService
173 { 173 {
174// m_log.DebugFormat( 174// m_log.DebugFormat(
175// "[ASSET SERVICE]: Storing asset {0} {1}, bytes {2}", asset.Name, asset.FullID, asset.Data.Length); 175// "[ASSET SERVICE]: Storing asset {0} {1}, bytes {2}", asset.Name, asset.FullID, asset.Data.Length);
176 m_Database.StoreAsset(asset); 176 if (!m_Database.StoreAsset(asset))
177 {
178 return UUID.Zero.ToString();
179 }
177 } 180 }
178// else 181// else
179// { 182// {
diff --git a/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs b/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
index 229f557..e42f9a0 100644
--- a/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
+++ b/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
@@ -30,10 +30,11 @@ using OpenMetaverse;
30using log4net; 30using log4net;
31using Nini.Config; 31using Nini.Config;
32using System.Reflection; 32using System.Reflection;
33using OpenSim.Server.Base;
34using OpenSim.Services.Interfaces;
33using OpenSim.Data; 35using OpenSim.Data;
34using OpenSim.Framework; 36using OpenSim.Framework;
35using OpenSim.Services.Base; 37using OpenSim.Services.Base;
36using OpenSim.Services.Interfaces;
37 38
38namespace OpenSim.Services.AuthenticationService 39namespace OpenSim.Services.AuthenticationService
39{ 40{
@@ -50,6 +51,12 @@ namespace OpenSim.Services.AuthenticationService
50 MethodBase.GetCurrentMethod().DeclaringType); 51 MethodBase.GetCurrentMethod().DeclaringType);
51 52
52 protected IAuthenticationData m_Database; 53 protected IAuthenticationData m_Database;
54 protected IUserAccountService m_UserAccountService = null;
55
56 public AuthenticationServiceBase(IConfigSource config, IUserAccountService acct) : this(config)
57 {
58 m_UserAccountService = acct;
59 }
53 60
54 public AuthenticationServiceBase(IConfigSource config) : base(config) 61 public AuthenticationServiceBase(IConfigSource config) : base(config)
55 { 62 {
diff --git a/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs b/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
index 5f1bde1..0d7ced9 100644
--- a/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
+++ b/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
@@ -51,6 +51,12 @@ namespace OpenSim.Services.AuthenticationService
51 LogManager.GetLogger( 51 LogManager.GetLogger(
52 MethodBase.GetCurrentMethod().DeclaringType); 52 MethodBase.GetCurrentMethod().DeclaringType);
53 53
54 public PasswordAuthenticationService(IConfigSource config, IUserAccountService userService) :
55 base(config, userService)
56 {
57 m_log.Debug("[AUTH SERVICE]: Started with User Account access");
58 }
59
54 public PasswordAuthenticationService(IConfigSource config) : 60 public PasswordAuthenticationService(IConfigSource config) :
55 base(config) 61 base(config)
56 { 62 {
@@ -58,32 +64,65 @@ namespace OpenSim.Services.AuthenticationService
58 64
59 public string Authenticate(UUID principalID, string password, int lifetime) 65 public string Authenticate(UUID principalID, string password, int lifetime)
60 { 66 {
67 m_log.DebugFormat("[AUTH SERVICE]: Authenticating for {0}, user account service present: {1}", principalID, m_UserAccountService != null);
61 AuthenticationData data = m_Database.Get(principalID); 68 AuthenticationData data = m_Database.Get(principalID);
69 UserAccount user = null;
70 if (m_UserAccountService != null)
71 user = m_UserAccountService.GetUserAccount(UUID.Zero, principalID);
62 72
63 if (data == null) 73 if (data == null || data.Data == null)
64 { 74 {
65 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} not found", principalID); 75 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} or its data not found", principalID);
66 return String.Empty; 76 return String.Empty;
67 } 77 }
68 else if (data.Data == null) 78
79 if (!data.Data.ContainsKey("passwordHash") ||
80 !data.Data.ContainsKey("passwordSalt"))
69 { 81 {
70 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} data not found", principalID);
71 return String.Empty; 82 return String.Empty;
72 } 83 }
73 else if (!data.Data.ContainsKey("passwordHash") || !data.Data.ContainsKey("passwordSalt")) 84
85 string hashed = Util.Md5Hash(password + ":" +
86 data.Data["passwordSalt"].ToString());
87
88 m_log.DebugFormat("[PASS AUTH]: got {0}; hashed = {1}; stored = {2}", password, hashed, data.Data["passwordHash"].ToString());
89
90 if (data.Data["passwordHash"].ToString() == hashed)
91 {
92 return GetToken(principalID, lifetime);
93 }
94
95 if (user == null)
74 { 96 {
75 m_log.DebugFormat( 97 m_log.DebugFormat("[PASS AUTH]: No user record for {0}", principalID);
76 "[AUTH SERVICE]: PrincipalID {0} data didn't contain either passwordHash or passwordSalt", principalID);
77 return String.Empty; 98 return String.Empty;
78 } 99 }
79 else 100
101 int impersonateFlag = 1 << 6;
102
103 if ((user.UserFlags & impersonateFlag) == 0)
104 return String.Empty;
105
106 List<UserAccount> accounts = m_UserAccountService.GetUserAccountsWhere(UUID.Zero, "UserLevel >= 200");
107 if (accounts == null || accounts.Count == 0)
108 return String.Empty;
109
110 foreach (UserAccount a in accounts)
80 { 111 {
81 string hashed = Util.Md5Hash(password + ":" + data.Data["passwordSalt"].ToString()); 112 data = m_Database.Get(a.PrincipalID);
113 if (data == null || data.Data == null ||
114 !data.Data.ContainsKey("passwordHash") ||
115 !data.Data.ContainsKey("passwordSalt"))
116 {
117 continue;
118 }
82 119
83 m_log.DebugFormat("[PASS AUTH]: got {0}; hashed = {1}; stored = {2}", password, hashed, data.Data["passwordHash"].ToString()); 120 hashed = Util.Md5Hash(password + ":" +
121 data.Data["passwordSalt"].ToString());
84 122
85 if (data.Data["passwordHash"].ToString() == hashed) 123 if (data.Data["passwordHash"].ToString() == hashed)
86 { 124 {
125 m_log.DebugFormat("[PASS AUTH]: {0} {1} impersonating {2}, proceeding with login", a.FirstName, a.LastName, principalID);
87 return GetToken(principalID, lifetime); 126 return GetToken(principalID, lifetime);
88 } 127 }
89 else 128 else
@@ -94,6 +133,9 @@ namespace OpenSim.Services.AuthenticationService
94 return String.Empty; 133 return String.Empty;
95 } 134 }
96 } 135 }
136
137 m_log.DebugFormat("[PASS AUTH]: Impersonation of {0} failed", principalID);
138 return String.Empty;
97 } 139 }
98 } 140 }
99} \ No newline at end of file 141}
diff --git a/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs b/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
index 2344c0e..d02ff9b 100644
--- a/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
+++ b/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
@@ -49,6 +49,11 @@ namespace OpenSim.Services.AuthenticationService
49 private static readonly ILog m_log = 49 private static readonly ILog m_log =
50 LogManager.GetLogger( 50 LogManager.GetLogger(
51 MethodBase.GetCurrentMethod().DeclaringType); 51 MethodBase.GetCurrentMethod().DeclaringType);
52
53 public WebkeyAuthenticationService(IConfigSource config, IUserAccountService userService) :
54 base(config, userService)
55 {
56 }
52 57
53 public WebkeyAuthenticationService(IConfigSource config) : 58 public WebkeyAuthenticationService(IConfigSource config) :
54 base(config) 59 base(config)
diff --git a/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
index e4c3eaf..2882906 100644
--- a/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
@@ -30,6 +30,7 @@ using System;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.IO; 31using System.IO;
32using System.Reflection; 32using System.Reflection;
33using System.Timers;
33using Nini.Config; 34using Nini.Config;
34using OpenSim.Framework; 35using OpenSim.Framework;
35using OpenSim.Framework.Console; 36using OpenSim.Framework.Console;
@@ -47,13 +48,15 @@ namespace OpenSim.Services.Connectors
47 48
48 private string m_ServerURI = String.Empty; 49 private string m_ServerURI = String.Empty;
49 private IImprovedAssetCache m_Cache = null; 50 private IImprovedAssetCache m_Cache = null;
50 51 private int m_retryCounter;
52 private Dictionary<int, List<AssetBase>> m_retryQueue = new Dictionary<int, List<AssetBase>>();
53 private Timer m_retryTimer;
51 private delegate void AssetRetrievedEx(AssetBase asset); 54 private delegate void AssetRetrievedEx(AssetBase asset);
52 55
53 // Keeps track of concurrent requests for the same asset, so that it's only loaded once. 56 // Keeps track of concurrent requests for the same asset, so that it's only loaded once.
54 // Maps: Asset ID -> Handlers which will be called when the asset has been loaded 57 // Maps: Asset ID -> Handlers which will be called when the asset has been loaded
55 private Dictionary<string, AssetRetrievedEx> m_AssetHandlers = new Dictionary<string, AssetRetrievedEx>(); 58 private Dictionary<string, AssetRetrievedEx> m_AssetHandlers = new Dictionary<string, AssetRetrievedEx>();
56 59 private Dictionary<string, string> m_UriMap = new Dictionary<string, string>();
57 60
58 public AssetServicesConnector() 61 public AssetServicesConnector()
59 { 62 {
@@ -81,13 +84,91 @@ namespace OpenSim.Services.Connectors
81 string serviceURI = assetConfig.GetString("AssetServerURI", 84 string serviceURI = assetConfig.GetString("AssetServerURI",
82 String.Empty); 85 String.Empty);
83 86
87 m_ServerURI = serviceURI;
88
84 if (serviceURI == String.Empty) 89 if (serviceURI == String.Empty)
85 { 90 {
86 m_log.Error("[ASSET CONNECTOR]: No Server URI named in section AssetService"); 91 m_log.Error("[ASSET CONNECTOR]: No Server URI named in section AssetService");
87 throw new Exception("Asset connector init error"); 92 throw new Exception("Asset connector init error");
88 } 93 }
89 94
90 m_ServerURI = serviceURI; 95
96 m_retryTimer = new Timer();
97 m_retryTimer.Elapsed += new ElapsedEventHandler(retryCheck);
98 m_retryTimer.Interval = 60000;
99
100 Uri serverUri = new Uri(m_ServerURI);
101
102 string groupHost = serverUri.Host;
103
104 for (int i = 0 ; i < 256 ; i++)
105 {
106 string prefix = i.ToString("x2");
107 groupHost = assetConfig.GetString("AssetServerHost_"+prefix, groupHost);
108
109 m_UriMap[prefix] = groupHost;
110 //m_log.DebugFormat("[ASSET]: Using {0} for prefix {1}", groupHost, prefix);
111 }
112 }
113
114 private string MapServer(string id)
115 {
116 UriBuilder serverUri = new UriBuilder(m_ServerURI);
117
118 string prefix = id.Substring(0, 2).ToLower();
119
120 string host = m_UriMap[prefix];
121
122 serverUri.Host = host;
123
124 // m_log.DebugFormat("[ASSET]: Using {0} for host name for prefix {1}", host, prefix);
125
126 return serverUri.Uri.AbsoluteUri;
127 }
128
129 protected void retryCheck(object source, ElapsedEventArgs e)
130 {
131 m_retryCounter++;
132 if (m_retryCounter > 60) m_retryCounter -= 60;
133 List<int> keys = new List<int>();
134 foreach (int a in m_retryQueue.Keys)
135 {
136 keys.Add(a);
137 }
138 foreach (int a in keys)
139 {
140 //We exponentially fall back on frequency until we reach one attempt per hour
141 //The net result is that we end up in the queue for roughly 24 hours..
142 //24 hours worth of assets could be a lot, so the hope is that the region admin
143 //will have gotten the asset connector back online quickly!
144
145 int timefactor = a ^ 2;
146 if (timefactor > 60)
147 {
148 timefactor = 60;
149 }
150
151 //First, find out if we care about this timefactor
152 if (timefactor % a == 0)
153 {
154 //Yes, we do!
155 List<AssetBase> retrylist = m_retryQueue[a];
156 m_retryQueue.Remove(a);
157
158 foreach(AssetBase ass in retrylist)
159 {
160 Store(ass); //Store my ass. This function will put it back in the dictionary if it fails
161 }
162 }
163 }
164
165 if (m_retryQueue.Count == 0)
166 {
167 //It might only be one tick per minute, but I have
168 //repented and abandoned my wasteful ways
169 m_retryCounter = 0;
170 m_retryTimer.Stop();
171 }
91 } 172 }
92 173
93 protected void SetCache(IImprovedAssetCache cache) 174 protected void SetCache(IImprovedAssetCache cache)
@@ -97,15 +178,13 @@ namespace OpenSim.Services.Connectors
97 178
98 public AssetBase Get(string id) 179 public AssetBase Get(string id)
99 { 180 {
100// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Synchronous get request for {0}", id); 181 string uri = MapServer(id) + "/assets/" + id;
101
102 string uri = m_ServerURI + "/assets/" + id;
103 182
104 AssetBase asset = null; 183 AssetBase asset = null;
105 if (m_Cache != null) 184 if (m_Cache != null)
106 asset = m_Cache.Get(id); 185 asset = m_Cache.Get(id);
107 186
108 if (asset == null) 187 if (asset == null || asset.Data == null || asset.Data.Length == 0)
109 { 188 {
110 asset = SynchronousRestObjectRequester. 189 asset = SynchronousRestObjectRequester.
111 MakeRequest<int, AssetBase>("GET", uri, 0); 190 MakeRequest<int, AssetBase>("GET", uri, 0);
@@ -136,7 +215,7 @@ namespace OpenSim.Services.Connectors
136 return fullAsset.Metadata; 215 return fullAsset.Metadata;
137 } 216 }
138 217
139 string uri = m_ServerURI + "/assets/" + id + "/metadata"; 218 string uri = MapServer(id) + "/assets/" + id + "/metadata";
140 219
141 AssetMetadata asset = SynchronousRestObjectRequester. 220 AssetMetadata asset = SynchronousRestObjectRequester.
142 MakeRequest<int, AssetMetadata>("GET", uri, 0); 221 MakeRequest<int, AssetMetadata>("GET", uri, 0);
@@ -153,7 +232,7 @@ namespace OpenSim.Services.Connectors
153 return fullAsset.Data; 232 return fullAsset.Data;
154 } 233 }
155 234
156 RestClient rc = new RestClient(m_ServerURI); 235 RestClient rc = new RestClient(MapServer(id));
157 rc.AddResourcePath("assets"); 236 rc.AddResourcePath("assets");
158 rc.AddResourcePath(id); 237 rc.AddResourcePath(id);
159 rc.AddResourcePath("data"); 238 rc.AddResourcePath("data");
@@ -178,15 +257,13 @@ namespace OpenSim.Services.Connectors
178 257
179 public bool Get(string id, Object sender, AssetRetrieved handler) 258 public bool Get(string id, Object sender, AssetRetrieved handler)
180 { 259 {
181// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Potentially asynchronous get request for {0}", id); 260 string uri = MapServer(id) + "/assets/" + id;
182
183 string uri = m_ServerURI + "/assets/" + id;
184 261
185 AssetBase asset = null; 262 AssetBase asset = null;
186 if (m_Cache != null) 263 if (m_Cache != null)
187 asset = m_Cache.Get(id); 264 asset = m_Cache.Get(id);
188 265
189 if (asset == null) 266 if (asset == null || asset.Data == null || asset.Data.Length == 0)
190 { 267 {
191 lock (m_AssetHandlers) 268 lock (m_AssetHandlers)
192 { 269 {
@@ -246,38 +323,95 @@ namespace OpenSim.Services.Connectors
246 323
247 public string Store(AssetBase asset) 324 public string Store(AssetBase asset)
248 { 325 {
249 if (asset.Temporary || asset.Local) 326 // Have to assign the asset ID here. This isn't likely to
327 // trigger since current callers don't pass emtpy IDs
328 // We need the asset ID to route the request to the proper
329 // cluster member, so we can't have the server assign one.
330 if (asset.ID == string.Empty)
250 { 331 {
251 if (m_Cache != null) 332 if (asset.FullID == UUID.Zero)
252 m_Cache.Cache(asset); 333 {
334 asset.FullID = UUID.Random();
335 }
336 asset.ID = asset.FullID.ToString();
337 }
338 else if (asset.FullID == UUID.Zero)
339 {
340 UUID uuid = UUID.Zero;
341 if (UUID.TryParse(asset.ID, out uuid))
342 {
343 asset.FullID = uuid;
344 }
345 else
346 {
347 asset.FullID = UUID.Random();
348 }
349 }
253 350
351 if (m_Cache != null)
352 m_Cache.Cache(asset);
353 if (asset.Temporary || asset.Local)
354 {
254 return asset.ID; 355 return asset.ID;
255 } 356 }
256 357
257 string uri = m_ServerURI + "/assets/"; 358 string uri = MapServer(asset.FullID.ToString()) + "/assets/";
258 359
259 string newID = string.Empty; 360 string newID = string.Empty;
260 try 361 try
261 { 362 {
262 newID = SynchronousRestObjectRequester. 363 newID = SynchronousRestObjectRequester.
263 MakeRequest<AssetBase, string>("POST", uri, asset); 364 MakeRequest<AssetBase, string>("POST", uri, asset, 25);
365 if (newID == null || newID == "")
366 {
367 newID = UUID.Zero.ToString();
368 }
264 } 369 }
265 catch (Exception e) 370 catch (Exception e)
266 { 371 {
267 m_log.WarnFormat("[ASSET CONNECTOR]: Unable to send asset {0} to asset server. Reason: {1}", asset.ID, e.Message); 372 newID = UUID.Zero.ToString();
268 } 373 }
269 374
270 if (newID != String.Empty) 375 if (newID == UUID.Zero.ToString())
271 { 376 {
272 // Placing this here, so that this work with old asset servers that don't send any reply back 377 //The asset upload failed, put it in a queue for later
273 // SynchronousRestObjectRequester returns somethins that is not an empty string 378 asset.UploadAttempts++;
274 if (newID != null) 379 if (asset.UploadAttempts > 30)
275 asset.ID = newID; 380 {
381 //By this stage we've been in the queue for a good few hours;
382 //We're going to drop the asset.
383 m_log.ErrorFormat("[Assets] Dropping asset {0} - Upload has been in the queue for too long.", asset.ID.ToString());
384 }
385 else
386 {
387 if (!m_retryQueue.ContainsKey(asset.UploadAttempts))
388 {
389 m_retryQueue.Add(asset.UploadAttempts, new List<AssetBase>());
390 }
391 List<AssetBase> m_queue = m_retryQueue[asset.UploadAttempts];
392 m_queue.Add(asset);
393 m_log.WarnFormat("[Assets] Upload failed: {0} - Requeuing asset for another run.", asset.ID.ToString());
394 m_retryTimer.Start();
395 }
396 }
397 else
398 {
399 if (asset.UploadAttempts > 0)
400 {
401 m_log.InfoFormat("[Assets] Upload of {0} succeeded after {1} failed attempts", asset.ID.ToString(), asset.UploadAttempts.ToString());
402 }
403 if (newID != String.Empty)
404 {
405 // Placing this here, so that this work with old asset servers that don't send any reply back
406 // SynchronousRestObjectRequester returns somethins that is not an empty string
407 if (newID != null)
408 asset.ID = newID;
276 409
277 if (m_Cache != null) 410 if (m_Cache != null)
278 m_Cache.Cache(asset); 411 m_Cache.Cache(asset);
412 }
279 } 413 }
280 return newID; 414 return asset.ID;
281 } 415 }
282 416
283 public bool UpdateContent(string id, byte[] data) 417 public bool UpdateContent(string id, byte[] data)
@@ -298,7 +432,7 @@ namespace OpenSim.Services.Connectors
298 } 432 }
299 asset.Data = data; 433 asset.Data = data;
300 434
301 string uri = m_ServerURI + "/assets/" + id; 435 string uri = MapServer(id) + "/assets/" + id;
302 436
303 if (SynchronousRestObjectRequester. 437 if (SynchronousRestObjectRequester.
304 MakeRequest<AssetBase, bool>("POST", uri, asset)) 438 MakeRequest<AssetBase, bool>("POST", uri, asset))
@@ -313,7 +447,7 @@ namespace OpenSim.Services.Connectors
313 447
314 public bool Delete(string id) 448 public bool Delete(string id)
315 { 449 {
316 string uri = m_ServerURI + "/assets/" + id; 450 string uri = MapServer(id) + "/assets/" + id;
317 451
318 if (SynchronousRestObjectRequester. 452 if (SynchronousRestObjectRequester.
319 MakeRequest<int, bool>("DELETE", uri, 0)) 453 MakeRequest<int, bool>("DELETE", uri, 0))
@@ -326,4 +460,4 @@ namespace OpenSim.Services.Connectors
326 return false; 460 return false;
327 } 461 }
328 } 462 }
329} \ No newline at end of file 463}
diff --git a/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs b/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs
index 34ed0d7..f982cc1 100644
--- a/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Services.Connectors
48 48
49 private string m_ServerURI = String.Empty; 49 private string m_ServerURI = String.Empty;
50 50
51 private ExpiringCache<ulong, GridRegion> m_regionCache =
52 new ExpiringCache<ulong, GridRegion>();
53
51 public GridServicesConnector() 54 public GridServicesConnector()
52 { 55 {
53 } 56 }
@@ -272,6 +275,11 @@ namespace OpenSim.Services.Connectors
272 275
273 public GridRegion GetRegionByPosition(UUID scopeID, int x, int y) 276 public GridRegion GetRegionByPosition(UUID scopeID, int x, int y)
274 { 277 {
278 ulong regionHandle = Util.UIntsToLong((uint)x, (uint)y);
279
280 if (m_regionCache.Contains(regionHandle))
281 return (GridRegion)m_regionCache[regionHandle];
282
275 Dictionary<string, object> sendData = new Dictionary<string, object>(); 283 Dictionary<string, object> sendData = new Dictionary<string, object>();
276 284
277 sendData["SCOPEID"] = scopeID.ToString(); 285 sendData["SCOPEID"] = scopeID.ToString();
@@ -313,6 +321,8 @@ namespace OpenSim.Services.Connectors
313 else 321 else
314 m_log.DebugFormat("[GRID CONNECTOR]: GetRegionByPosition received null reply"); 322 m_log.DebugFormat("[GRID CONNECTOR]: GetRegionByPosition received null reply");
315 323
324 m_regionCache.Add(regionHandle, rinfo, TimeSpan.FromSeconds(600));
325
316 return rinfo; 326 return rinfo;
317 } 327 }
318 328
diff --git a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
index 19dffc3..4cd933c 100644
--- a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Services.Connectors.Hypergrid
158 try 158 try
159 { 159 {
160 WebClient c = new WebClient(); 160 WebClient c = new WebClient();
161 //m_log.Debug("JPEG: " + imageURL);
161 string name = regionID.ToString(); 162 string name = regionID.ToString();
162 filename = Path.Combine(storagePath, name + ".jpg"); 163 filename = Path.Combine(storagePath, name + ".jpg");
163 m_log.DebugFormat("[GATEKEEPER SERVICE CONNECTOR]: Map image at {0}, cached at {1}", imageURL, filename); 164 m_log.DebugFormat("[GATEKEEPER SERVICE CONNECTOR]: Map image at {0}, cached at {1}", imageURL, filename);
@@ -186,11 +187,10 @@ namespace OpenSim.Services.Connectors.Hypergrid
186 187
187 ass.Data = imageData; 188 ass.Data = imageData;
188 189
189 mapTile = ass.FullID;
190
191 // finally
192 m_AssetService.Store(ass); 190 m_AssetService.Store(ass);
193 191
192 // finally
193 mapTile = ass.FullID;
194 } 194 }
195 catch // LEGIT: Catching problems caused by OpenJPEG p/invoke 195 catch // LEGIT: Catching problems caused by OpenJPEG p/invoke
196 { 196 {
diff --git a/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs b/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
index 2f263ae..c542c29 100644
--- a/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
@@ -98,8 +98,6 @@ namespace OpenSim.Services.Connectors.Hypergrid
98 throw new Exception("UserAgent connector init error"); 98 throw new Exception("UserAgent connector init error");
99 } 99 }
100 m_ServerURL = serviceURI; 100 m_ServerURL = serviceURI;
101 if (!m_ServerURL.EndsWith("/"))
102 m_ServerURL += "/";
103 101
104 m_log.DebugFormat("[USER AGENT CONNECTOR]: UserAgentServiceConnector started for {0}", m_ServerURL); 102 m_log.DebugFormat("[USER AGENT CONNECTOR]: UserAgentServiceConnector started for {0}", m_ServerURL);
105 } 103 }
diff --git a/OpenSim/Services/Connectors/Land/LandServicesConnector.cs b/OpenSim/Services/Connectors/Land/LandServicesConnector.cs
index 30a73a4..833e22a 100644
--- a/OpenSim/Services/Connectors/Land/LandServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Land/LandServicesConnector.cs
@@ -130,4 +130,4 @@ namespace OpenSim.Services.Connectors
130 return landData; 130 return landData;
131 } 131 }
132 } 132 }
133} \ No newline at end of file 133}
diff --git a/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs b/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs
index f7d8c53..378aab6 100644
--- a/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs
@@ -304,6 +304,17 @@ namespace OpenSim.Services.Connectors
304 { 304 {
305 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]); 305 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]);
306 } 306 }
307 else
308 {
309 if (replyData["result"].ToString() == "null")
310 return null;
311
312 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply (result not dictionary) received from presence server when querying for sessionID {0}", sessionID.ToString());
313 }
314 }
315 else
316 {
317 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply received from presence server when querying for sessionID {0}", sessionID.ToString());
307 } 318 }
308 319
309 return pinfo; 320 return pinfo;
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index 67a65ff..0e4d794 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Collections.Specialized; 30using System.Collections.Specialized;
31using System.Drawing;
32using System.Drawing.Imaging;
31using System.IO; 33using System.IO;
32using System.Net; 34using System.Net;
33using System.Reflection; 35using System.Reflection;
@@ -100,6 +102,15 @@ namespace OpenSim.Services.Connectors.SimianGrid
100 102
101 public string RegisterRegion(UUID scopeID, GridRegion regionInfo) 103 public string RegisterRegion(UUID scopeID, GridRegion regionInfo)
102 { 104 {
105 IPEndPoint ext = regionInfo.ExternalEndPoint;
106 if (ext == null) return "Region registration for " + regionInfo.RegionName + " failed: Could not resolve EndPoint";
107 // Generate and upload our map tile in PNG format to the SimianGrid AddMapTile service
108// Scene scene;
109// if (m_scenes.TryGetValue(regionInfo.RegionID, out scene))
110// UploadMapTile(scene);
111// else
112// m_log.Warn("Registering region " + regionInfo.RegionName + " (" + regionInfo.RegionID + ") that we are not tracking");
113
103 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0); 114 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
104 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0); 115 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0);
105 116
@@ -108,7 +119,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
108 { "ServerURI", OSD.FromString(regionInfo.ServerURI) }, 119 { "ServerURI", OSD.FromString(regionInfo.ServerURI) },
109 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) }, 120 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) },
110 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) }, 121 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) },
111 { "ExternalAddress", OSD.FromString(regionInfo.ExternalEndPoint.Address.ToString()) }, 122 { "ExternalAddress", OSD.FromString(ext.Address.ToString()) },
112 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) }, 123 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) },
113 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) }, 124 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) },
114 { "Access", OSD.FromInteger(regionInfo.Access) }, 125 { "Access", OSD.FromInteger(regionInfo.Access) },
@@ -399,6 +410,83 @@ namespace OpenSim.Services.Connectors.SimianGrid
399 410
400 #endregion IGridService 411 #endregion IGridService
401 412
413 private void UploadMapTile(IScene scene)
414 {
415 string errorMessage = null;
416
417 // Create a PNG map tile and upload it to the AddMapTile API
418 byte[] pngData = Utils.EmptyBytes;
419 IMapImageGenerator tileGenerator = scene.RequestModuleInterface<IMapImageGenerator>();
420 if (tileGenerator == null)
421 {
422 m_log.Warn("[SIMIAN GRID CONNECTOR]: Cannot upload PNG map tile without an IMapImageGenerator");
423 return;
424 }
425
426 using (Image mapTile = tileGenerator.CreateMapTile())
427 {
428 using (MemoryStream stream = new MemoryStream())
429 {
430 mapTile.Save(stream, ImageFormat.Png);
431 pngData = stream.ToArray();
432 }
433 }
434
435 List<MultipartForm.Element> postParameters = new List<MultipartForm.Element>()
436 {
437 new MultipartForm.Parameter("X", scene.RegionInfo.RegionLocX.ToString()),
438 new MultipartForm.Parameter("Y", scene.RegionInfo.RegionLocY.ToString()),
439 new MultipartForm.File("Tile", "tile.png", "image/png", pngData)
440 };
441
442 // Make the remote storage request
443 try
444 {
445 HttpWebRequest request = (HttpWebRequest)HttpWebRequest.Create(m_ServerURI);
446
447 HttpWebResponse response = MultipartForm.Post(request, postParameters);
448 using (Stream responseStream = response.GetResponseStream())
449 {
450 string responseStr = null;
451
452 try
453 {
454 responseStr = responseStream.GetStreamString();
455 OSD responseOSD = OSDParser.Deserialize(responseStr);
456 if (responseOSD.Type == OSDType.Map)
457 {
458 OSDMap responseMap = (OSDMap)responseOSD;
459 if (responseMap["Success"].AsBoolean())
460 m_log.Info("[SIMIAN GRID CONNECTOR]: Uploaded " + pngData.Length + " byte PNG map tile to AddMapTile");
461 else
462 errorMessage = "Upload failed: " + responseMap["Message"].AsString();
463 }
464 else
465 {
466 errorMessage = "Response format was invalid:\n" + responseStr;
467 }
468 }
469 catch (Exception ex)
470 {
471 if (!String.IsNullOrEmpty(responseStr))
472 errorMessage = "Failed to parse the response:\n" + responseStr;
473 else
474 errorMessage = "Failed to retrieve the response: " + ex.Message;
475 }
476 }
477 }
478 catch (WebException ex)
479 {
480 errorMessage = ex.Message;
481 }
482
483 if (!String.IsNullOrEmpty(errorMessage))
484 {
485 m_log.WarnFormat("[SIMIAN GRID CONNECTOR]: Failed to store {0} byte PNG map tile for {1}: {2}",
486 pngData.Length, scene.RegionInfo.RegionName, errorMessage.Replace('\n', ' '));
487 }
488 }
489
402 private GridRegion GetNearestRegion(Vector3d position, bool onlyEnabled) 490 private GridRegion GetNearestRegion(Vector3d position, bool onlyEnabled)
403 { 491 {
404 NameValueCollection requestArgs = new NameValueCollection 492 NameValueCollection requestArgs = new NameValueCollection
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
index 4350749..f38ebe8 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
@@ -191,6 +191,11 @@ namespace OpenSim.Services.Connectors.SimianGrid
191 return accounts; 191 return accounts;
192 } 192 }
193 193
194 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
195 {
196 return null;
197 }
198
194 public bool StoreUserAccount(UserAccount data) 199 public bool StoreUserAccount(UserAccount data)
195 { 200 {
196// m_log.InfoFormat("[SIMIAN ACCOUNT CONNECTOR]: Storing user account for " + data.Name); 201// m_log.InfoFormat("[SIMIAN ACCOUNT CONNECTOR]: Storing user account for " + data.Name);
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index cb003d1..5037543 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
@@ -348,6 +348,10 @@ namespace OpenSim.Services.Connectors.Simulation
348 return false; 348 return false;
349 } 349 }
350 350
351 OSDMap resp = (OSDMap)result["_Result"];
352 success = resp["success"].AsBoolean();
353 reason = resp["reason"].AsString();
354
351 return success; 355 return success;
352 } 356 }
353 catch (Exception e) 357 catch (Exception e)
@@ -376,9 +380,7 @@ namespace OpenSim.Services.Connectors.Simulation
376 return true; 380 return true;
377 } 381 }
378 382
379 /// <summary> 383 private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
380 /// </summary>
381 public bool CloseAgent(GridRegion destination, UUID id)
382 { 384 {
383// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start"); 385// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start");
384 386
@@ -396,6 +398,16 @@ namespace OpenSim.Services.Connectors.Simulation
396 return true; 398 return true;
397 } 399 }
398 400
401 public bool CloseChildAgent(GridRegion destination, UUID id)
402 {
403 return CloseAgent(destination, id, true);
404 }
405
406 public bool CloseAgent(GridRegion destination, UUID id)
407 {
408 return CloseAgent(destination, id, false);
409 }
410
399 #endregion Agents 411 #endregion Agents
400 412
401 #region Objects 413 #region Objects
@@ -433,11 +445,14 @@ namespace OpenSim.Services.Connectors.Simulation
433 args["destination_name"] = OSD.FromString(destination.RegionName); 445 args["destination_name"] = OSD.FromString(destination.RegionName);
434 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString()); 446 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());
435 447
436 WebUtil.PostToService(uri, args, 40000); 448 OSDMap response = WebUtil.PostToService(uri, args, 40000);
449 if (response["Success"] == "False")
450 return false;
437 } 451 }
438 catch (Exception e) 452 catch (Exception e)
439 { 453 {
440 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString()); 454 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString());
455 return false;
441 } 456 }
442 457
443 return true; 458 return true;
diff --git a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
index 6d5ce28..5731e2f 100644
--- a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
+++ b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
@@ -187,6 +187,11 @@ namespace OpenSim.Services.Connectors
187 return accounts; 187 return accounts;
188 } 188 }
189 189
190 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where)
191 {
192 return null; // Not implemented for regions
193 }
194
190 public virtual bool StoreUserAccount(UserAccount data) 195 public virtual bool StoreUserAccount(UserAccount data)
191 { 196 {
192 Dictionary<string, object> sendData = new Dictionary<string, object>(); 197 Dictionary<string, object> sendData = new Dictionary<string, object>();
diff --git a/OpenSim/Services/HypergridService/UserAccountCache.cs b/OpenSim/Services/HypergridService/UserAccountCache.cs
index 65f9dd5..e0a3e61 100644
--- a/OpenSim/Services/HypergridService/UserAccountCache.cs
+++ b/OpenSim/Services/HypergridService/UserAccountCache.cs
@@ -90,6 +90,11 @@ namespace OpenSim.Services.HypergridService
90 return null; 90 return null;
91 } 91 }
92 92
93 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
94 {
95 return null;
96 }
97
93 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 98 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
94 { 99 {
95 return null; 100 return null;
diff --git a/OpenSim/Services/HypergridService/UserAgentService.cs b/OpenSim/Services/HypergridService/UserAgentService.cs
index 49c7f89..a49993c 100644
--- a/OpenSim/Services/HypergridService/UserAgentService.cs
+++ b/OpenSim/Services/HypergridService/UserAgentService.cs
@@ -313,13 +313,11 @@ namespace OpenSim.Services.HypergridService
313 313
314 if (m_TravelingAgents.ContainsKey(sessionID)) 314 if (m_TravelingAgents.ContainsKey(sessionID))
315 { 315 {
316 bool result = m_TravelingAgents[sessionID].ClientIPAddress == reportedIP || 316 m_log.DebugFormat("[USER AGENT SERVICE]: Comparing with login IP {0} and MyIP {1}",
317 m_TravelingAgents[sessionID].MyIpAddress == reportedIP; // NATed 317 m_TravelingAgents[sessionID].ClientIPAddress, m_TravelingAgents[sessionID].MyIpAddress);
318
319 m_log.DebugFormat("[USER AGENT SERVICE]: Comparing {0} with login IP {1} and MyIP {1}; result is {3}",
320 reportedIP, m_TravelingAgents[sessionID].ClientIPAddress, m_TravelingAgents[sessionID].MyIpAddress, result);
321 318
322 return result; 319 return m_TravelingAgents[sessionID].ClientIPAddress == reportedIP ||
320 m_TravelingAgents[sessionID].MyIpAddress == reportedIP; // NATed
323 } 321 }
324 322
325 return false; 323 return false;
diff --git a/OpenSim/Services/Interfaces/IAttachmentsService.cs b/OpenSim/Services/Interfaces/IAttachmentsService.cs
new file mode 100644
index 0000000..bdde369
--- /dev/null
+++ b/OpenSim/Services/Interfaces/IAttachmentsService.cs
@@ -0,0 +1,17 @@
1////////////////////////////////////////////////////////////////
2//
3// (c) 2009, 2010 Careminster Limited and Melanie Thielker
4//
5// All rights reserved
6//
7using System;
8using Nini.Config;
9
10namespace OpenSim.Services.Interfaces
11{
12 public interface IAttachmentsService
13 {
14 string Get(string id);
15 void Store(string id, string data);
16 }
17}
diff --git a/OpenSim/Services/Interfaces/IAvatarService.cs b/OpenSim/Services/Interfaces/IAvatarService.cs
index cda7113..8412c35 100644
--- a/OpenSim/Services/Interfaces/IAvatarService.cs
+++ b/OpenSim/Services/Interfaces/IAvatarService.cs
@@ -162,10 +162,16 @@ namespace OpenSim.Services.Interfaces
162 } 162 }
163 163
164 // Visual Params 164 // Visual Params
165 string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT]; 165 // string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT];
166 // byte[] binary = appearance.VisualParams;
167
168 // for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++)
169
170
166 byte[] binary = appearance.VisualParams; 171 byte[] binary = appearance.VisualParams;
172 string[] vps = new string[binary.Length];
167 173
168 for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++) 174 for (int i = 0; i < binary.Length; i++)
169 { 175 {
170 vps[i] = binary[i].ToString(); 176 vps[i] = binary[i].ToString();
171 } 177 }
@@ -265,10 +271,14 @@ namespace OpenSim.Services.Interfaces
265 if (Data.ContainsKey("VisualParams")) 271 if (Data.ContainsKey("VisualParams"))
266 { 272 {
267 string[] vps = Data["VisualParams"].Split(new char[] {','}); 273 string[] vps = Data["VisualParams"].Split(new char[] {','});
268 byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT]; 274 // byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT];
275
276 // for (int i = 0 ; i < vps.Length && i < binary.Length ; i++)
277 byte[] binary = new byte[vps.Length];
278
279 for (int i = 0; i < vps.Length; i++)
269 280
270 for (int i = 0 ; i < vps.Length && i < binary.Length ; i++) 281 binary[i] = (byte)Convert.ToInt32(vps[i]);
271 binary[i] = (byte)Convert.ToInt32(vps[i]);
272 282
273 appearance.VisualParams = binary; 283 appearance.VisualParams = binary;
274 } 284 }
diff --git a/OpenSim/Services/Interfaces/IGridService.cs b/OpenSim/Services/Interfaces/IGridService.cs
index d809996..cdcb961 100644
--- a/OpenSim/Services/Interfaces/IGridService.cs
+++ b/OpenSim/Services/Interfaces/IGridService.cs
@@ -324,9 +324,13 @@ namespace OpenSim.Services.Interfaces
324 } 324 }
325 catch (SocketException e) 325 catch (SocketException e)
326 { 326 {
327 throw new Exception( 327 /*throw new Exception(
328 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" + 328 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" +
329 e + "' attached to this exception", e); 329 e + "' attached to this exception", e);*/
330 // Don't throw a fatal exception here, instead, return Null and handle it in the caller.
331 // Reason is, on systems such as OSgrid it has occured that known hostnames stop
332 // resolving and thus make surrounding regions crash out with this exception.
333 return null;
330 } 334 }
331 335
332 return new IPEndPoint(ia, m_internalEndPoint.Port); 336 return new IPEndPoint(ia, m_internalEndPoint.Port);
@@ -385,6 +389,12 @@ namespace OpenSim.Services.Interfaces
385 if (kvp.ContainsKey("regionName")) 389 if (kvp.ContainsKey("regionName"))
386 RegionName = (string)kvp["regionName"]; 390 RegionName = (string)kvp["regionName"];
387 391
392 if (kvp.ContainsKey("access"))
393 {
394 byte access = Convert.ToByte((string)kvp["access"]);
395 Maturity = (int)Util.ConvertAccessLevelToMaturity(access);
396 }
397
388 if (kvp.ContainsKey("serverIP")) 398 if (kvp.ContainsKey("serverIP"))
389 { 399 {
390 //int port = 0; 400 //int port = 0;
diff --git a/OpenSim/Services/Interfaces/ISimulationService.cs b/OpenSim/Services/Interfaces/ISimulationService.cs
index 36fd6fc..7940256 100644
--- a/OpenSim/Services/Interfaces/ISimulationService.cs
+++ b/OpenSim/Services/Interfaces/ISimulationService.cs
@@ -80,6 +80,14 @@ namespace OpenSim.Services.Interfaces
80 bool ReleaseAgent(UUID originRegion, UUID id, string uri); 80 bool ReleaseAgent(UUID originRegion, UUID id, string uri);
81 81
82 /// <summary> 82 /// <summary>
83 /// Close child agent.
84 /// </summary>
85 /// <param name="regionHandle"></param>
86 /// <param name="id"></param>
87 /// <returns></returns>
88 bool CloseChildAgent(GridRegion destination, UUID id);
89
90 /// <summary>
83 /// Close agent. 91 /// Close agent.
84 /// </summary> 92 /// </summary>
85 /// <param name="regionHandle"></param> 93 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Services/Interfaces/IUserAccountService.cs b/OpenSim/Services/Interfaces/IUserAccountService.cs
index 1b85980..6d5d2a0 100644
--- a/OpenSim/Services/Interfaces/IUserAccountService.cs
+++ b/OpenSim/Services/Interfaces/IUserAccountService.cs
@@ -91,6 +91,7 @@ namespace OpenSim.Services.Interfaces
91 public int UserLevel; 91 public int UserLevel;
92 public int UserFlags; 92 public int UserFlags;
93 public string UserTitle; 93 public string UserTitle;
94 public string UserCountry;
94 public Boolean LocalToGrid = true; 95 public Boolean LocalToGrid = true;
95 96
96 public Dictionary<string, object> ServiceURLs; 97 public Dictionary<string, object> ServiceURLs;
@@ -120,6 +121,8 @@ namespace OpenSim.Services.Interfaces
120 UserFlags = Convert.ToInt32(kvp["UserFlags"].ToString()); 121 UserFlags = Convert.ToInt32(kvp["UserFlags"].ToString());
121 if (kvp.ContainsKey("UserTitle")) 122 if (kvp.ContainsKey("UserTitle"))
122 UserTitle = kvp["UserTitle"].ToString(); 123 UserTitle = kvp["UserTitle"].ToString();
124 if (kvp.ContainsKey("UserCountry"))
125 UserCountry = kvp["UserCountry"].ToString();
123 if (kvp.ContainsKey("LocalToGrid")) 126 if (kvp.ContainsKey("LocalToGrid"))
124 Boolean.TryParse(kvp["LocalToGrid"].ToString(), out LocalToGrid); 127 Boolean.TryParse(kvp["LocalToGrid"].ToString(), out LocalToGrid);
125 128
@@ -155,6 +158,7 @@ namespace OpenSim.Services.Interfaces
155 result["UserLevel"] = UserLevel.ToString(); 158 result["UserLevel"] = UserLevel.ToString();
156 result["UserFlags"] = UserFlags.ToString(); 159 result["UserFlags"] = UserFlags.ToString();
157 result["UserTitle"] = UserTitle; 160 result["UserTitle"] = UserTitle;
161 result["UserCountry"] = UserCountry;
158 result["LocalToGrid"] = LocalToGrid.ToString(); 162 result["LocalToGrid"] = LocalToGrid.ToString();
159 163
160 string str = string.Empty; 164 string str = string.Empty;
@@ -182,6 +186,7 @@ namespace OpenSim.Services.Interfaces
182 /// <param name="query"></param> 186 /// <param name="query"></param>
183 /// <returns></returns> 187 /// <returns></returns>
184 List<UserAccount> GetUserAccounts(UUID scopeID, string query); 188 List<UserAccount> GetUserAccounts(UUID scopeID, string query);
189 List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where);
185 190
186 /// <summary> 191 /// <summary>
187 /// Store the data given, wich replaces the stored data, therefore must be complete. 192 /// Store the data given, wich replaces the stored data, therefore must be complete.
diff --git a/OpenSim/Services/LLLoginService/LLLoginResponse.cs b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
index 9ec744f..a4b3cbd 100644
--- a/OpenSim/Services/LLLoginService/LLLoginResponse.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
@@ -55,6 +55,7 @@ namespace OpenSim.Services.LLLoginService
55 public static LLFailedLoginResponse InventoryProblem; 55 public static LLFailedLoginResponse InventoryProblem;
56 public static LLFailedLoginResponse DeadRegionProblem; 56 public static LLFailedLoginResponse DeadRegionProblem;
57 public static LLFailedLoginResponse LoginBlockedProblem; 57 public static LLFailedLoginResponse LoginBlockedProblem;
58 public static LLFailedLoginResponse UnverifiedAccountProblem;
58 public static LLFailedLoginResponse AlreadyLoggedInProblem; 59 public static LLFailedLoginResponse AlreadyLoggedInProblem;
59 public static LLFailedLoginResponse InternalError; 60 public static LLFailedLoginResponse InternalError;
60 61
@@ -75,6 +76,10 @@ namespace OpenSim.Services.LLLoginService
75 LoginBlockedProblem = new LLFailedLoginResponse("presence", 76 LoginBlockedProblem = new LLFailedLoginResponse("presence",
76 "Logins are currently restricted. Please try again later.", 77 "Logins are currently restricted. Please try again later.",
77 "false"); 78 "false");
79 UnverifiedAccountProblem = new LLFailedLoginResponse("presence",
80 "Your account has not yet been verified. Please check " +
81 "your email and click the provided link.",
82 "false");
78 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence", 83 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence",
79 "You appear to be already logged in. " + 84 "You appear to be already logged in. " +
80 "If this is not the case please wait for your session to timeout. " + 85 "If this is not the case please wait for your session to timeout. " +
@@ -375,6 +380,7 @@ namespace OpenSim.Services.LLLoginService
375 private void FillOutRegionData(GridRegion destination) 380 private void FillOutRegionData(GridRegion destination)
376 { 381 {
377 IPEndPoint endPoint = destination.ExternalEndPoint; 382 IPEndPoint endPoint = destination.ExternalEndPoint;
383 if (endPoint == null) return;
378 SimAddress = endPoint.Address.ToString(); 384 SimAddress = endPoint.Address.ToString();
379 SimPort = (uint)endPoint.Port; 385 SimPort = (uint)endPoint.Port;
380 RegionX = (uint)destination.RegionLocX; 386 RegionX = (uint)destination.RegionLocX;
diff --git a/OpenSim/Services/LLLoginService/LLLoginService.cs b/OpenSim/Services/LLLoginService/LLLoginService.cs
index 9acba11..06e05a9 100644
--- a/OpenSim/Services/LLLoginService/LLLoginService.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginService.cs
@@ -140,7 +140,8 @@ namespace OpenSim.Services.LLLoginService
140 Object[] args = new Object[] { config }; 140 Object[] args = new Object[] { config };
141 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args); 141 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args);
142 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args); 142 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args);
143 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, args); 143 Object[] authArgs = new Object[] { config, m_UserAccountService };
144 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, authArgs);
144 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args); 145 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args);
145 146
146 if (gridService != string.Empty) 147 if (gridService != string.Empty)
@@ -284,6 +285,12 @@ namespace OpenSim.Services.LLLoginService
284 return LLFailedLoginResponse.UserProblem; 285 return LLFailedLoginResponse.UserProblem;
285 } 286 }
286 287
288 if (account.UserLevel < 0)
289 {
290 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: Unverified account");
291 return LLFailedLoginResponse.UnverifiedAccountProblem;
292 }
293
287 if (account.UserLevel < m_MinLoginLevel) 294 if (account.UserLevel < m_MinLoginLevel)
288 { 295 {
289 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel); 296 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel);
diff --git a/OpenSim/Services/UserAccountService/UserAccountService.cs b/OpenSim/Services/UserAccountService/UserAccountService.cs
index a281b3b..95c2935 100644
--- a/OpenSim/Services/UserAccountService/UserAccountService.cs
+++ b/OpenSim/Services/UserAccountService/UserAccountService.cs
@@ -170,6 +170,10 @@ namespace OpenSim.Services.UserAccountService
170 Int32.TryParse(d.Data["UserLevel"], out u.UserLevel); 170 Int32.TryParse(d.Data["UserLevel"], out u.UserLevel);
171 if (d.Data.ContainsKey("UserFlags") && d.Data["UserFlags"] != null) 171 if (d.Data.ContainsKey("UserFlags") && d.Data["UserFlags"] != null)
172 Int32.TryParse(d.Data["UserFlags"], out u.UserFlags); 172 Int32.TryParse(d.Data["UserFlags"], out u.UserFlags);
173 if (d.Data.ContainsKey("UserCountry") && d.Data["UserCountry"] != null)
174 u.UserCountry = d.Data["UserCountry"].ToString();
175 else
176 u.UserTitle = string.Empty;
173 177
174 if (d.Data.ContainsKey("ServiceURLs") && d.Data["ServiceURLs"] != null) 178 if (d.Data.ContainsKey("ServiceURLs") && d.Data["ServiceURLs"] != null)
175 { 179 {
@@ -291,7 +295,22 @@ namespace OpenSim.Services.UserAccountService
291 295
292 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 296 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
293 { 297 {
294 UserAccountData[] d = m_Database.GetUsers(scopeID, query); 298 UserAccountData[] d = m_Database.GetUsers(scopeID, query.Trim());
299
300 if (d == null)
301 return new List<UserAccount>();
302
303 List<UserAccount> ret = new List<UserAccount>();
304
305 foreach (UserAccountData data in d)
306 ret.Add(MakeUserAccount(data));
307
308 return ret;
309 }
310
311 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where)
312 {
313 UserAccountData[] d = m_Database.GetUsersWhere(scopeID, where);
295 314
296 if (d == null) 315 if (d == null)
297 return new List<UserAccount>(); 316 return new List<UserAccount>();
diff --git a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
index 4a15cf2..5bab62c 100644
--- a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
+++ b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
@@ -54,9 +54,10 @@ namespace OpenSim.Tests.Common.Mock
54 return assets.Find(x=>x.FullID == uuid); 54 return assets.Find(x=>x.FullID == uuid);
55 } 55 }
56 56
57 public void StoreAsset(AssetBase asset) 57 public bool StoreAsset(AssetBase asset)
58 { 58 {
59 assets.Add(asset); 59 assets.Add(asset);
60 return true;
60 } 61 }
61 62
62 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); } 63 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); }
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 36049a1..8cea476f 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -69,7 +69,7 @@ namespace OpenSim.Tests.Common.Mock
69 public event MoneyTransferRequest OnMoneyTransferRequest; 69 public event MoneyTransferRequest OnMoneyTransferRequest;
70 public event ParcelBuy OnParcelBuy; 70 public event ParcelBuy OnParcelBuy;
71 public event Action<IClientAPI> OnConnectionClosed; 71 public event Action<IClientAPI> OnConnectionClosed;
72 72 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
73 public event ImprovedInstantMessage OnInstantMessage; 73 public event ImprovedInstantMessage OnInstantMessage;
74 public event ChatMessage OnChatFromClient; 74 public event ChatMessage OnChatFromClient;
75 public event TextureRequest OnRequestTexture; 75 public event TextureRequest OnRequestTexture;
@@ -86,6 +86,7 @@ namespace OpenSim.Tests.Common.Mock
86 public event ObjectDrop OnObjectDrop; 86 public event ObjectDrop OnObjectDrop;
87 public event StartAnim OnStartAnim; 87 public event StartAnim OnStartAnim;
88 public event StopAnim OnStopAnim; 88 public event StopAnim OnStopAnim;
89 public event ChangeAnim OnChangeAnim;
89 public event LinkObjects OnLinkObjects; 90 public event LinkObjects OnLinkObjects;
90 public event DelinkObjects OnDelinkObjects; 91 public event DelinkObjects OnDelinkObjects;
91 public event RequestMapBlocks OnRequestMapBlocks; 92 public event RequestMapBlocks OnRequestMapBlocks;
@@ -133,6 +134,7 @@ namespace OpenSim.Tests.Common.Mock
133 public event GenericCall7 OnObjectMaterial; 134 public event GenericCall7 OnObjectMaterial;
134 public event UpdatePrimFlags OnUpdatePrimFlags; 135 public event UpdatePrimFlags OnUpdatePrimFlags;
135 public event UpdatePrimTexture OnUpdatePrimTexture; 136 public event UpdatePrimTexture OnUpdatePrimTexture;
137 public event ClientChangeObject onClientChangeObject;
136 public event UpdateVector OnUpdatePrimGroupPosition; 138 public event UpdateVector OnUpdatePrimGroupPosition;
137 public event UpdateVector OnUpdatePrimSinglePosition; 139 public event UpdateVector OnUpdatePrimSinglePosition;
138 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 140 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -274,7 +276,7 @@ namespace OpenSim.Tests.Common.Mock
274 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 276 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
275 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 277 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
276 public event ClassifiedDelete OnClassifiedDelete; 278 public event ClassifiedDelete OnClassifiedDelete;
277 public event ClassifiedDelete OnClassifiedGodDelete; 279 public event ClassifiedGodDelete OnClassifiedGodDelete;
278 280
279 public event EventNotificationAddRequest OnEventNotificationAddRequest; 281 public event EventNotificationAddRequest OnEventNotificationAddRequest;
280 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 282 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -313,6 +315,7 @@ namespace OpenSim.Tests.Common.Mock
313 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 315 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
314 public event SimWideDeletesDelegate OnSimWideDeletes; 316 public event SimWideDeletesDelegate OnSimWideDeletes;
315 public event SendPostcard OnSendPostcard; 317 public event SendPostcard OnSendPostcard;
318 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
316 public event MuteListEntryUpdate OnUpdateMuteListEntry; 319 public event MuteListEntryUpdate OnUpdateMuteListEntry;
317 public event MuteListEntryRemove OnRemoveMuteListEntry; 320 public event MuteListEntryRemove OnRemoveMuteListEntry;
318 public event GodlikeMessage onGodlikeMessage; 321 public event GodlikeMessage onGodlikeMessage;
@@ -932,6 +935,11 @@ namespace OpenSim.Tests.Common.Mock
932 Close(); 935 Close();
933 } 936 }
934 937
938 public void Close(bool c)
939 {
940 Close();
941 }
942
935 public void Close() 943 public void Close()
936 { 944 {
937 // Fire the callback for this connection closing 945 // Fire the callback for this connection closing
@@ -1284,5 +1292,9 @@ namespace OpenSim.Tests.Common.Mock
1284 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1292 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1285 { 1293 {
1286 } 1294 }
1295
1296 public void SendPartPhysicsProprieties(ISceneEntity entity)
1297 {
1298 }
1287 } 1299 }
1288} 1300}
diff --git a/ThirdParty/SmartThreadPool/SmartThreadPool.cs b/ThirdParty/SmartThreadPool/SmartThreadPool.cs
index bd52f62..8c9d38b 100644
--- a/ThirdParty/SmartThreadPool/SmartThreadPool.cs
+++ b/ThirdParty/SmartThreadPool/SmartThreadPool.cs
@@ -535,17 +535,10 @@ namespace Amib.Threading
535 // Process until shutdown. 535 // Process until shutdown.
536 while(!_shutdown) 536 while(!_shutdown)
537 { 537 {
538 // Update the last time this thread was seen alive. 538
539 // It's good for debugging.
540 _workerThreads[Thread.CurrentThread] = DateTime.Now;
541
542 // Wait for a work item, shutdown, or timeout 539 // Wait for a work item, shutdown, or timeout
543 WorkItem workItem = Dequeue(); 540 WorkItem workItem = Dequeue();
544 541
545 // Update the last time this thread was seen alive.
546 // It's good for debugging.
547 _workerThreads[Thread.CurrentThread] = DateTime.Now;
548
549 // On timeout or shut down. 542 // On timeout or shut down.
550 if (null == workItem) 543 if (null == workItem)
551 { 544 {
@@ -554,6 +547,10 @@ namespace Amib.Threading
554 { 547 {
555 lock(_workerThreads.SyncRoot) 548 lock(_workerThreads.SyncRoot)
556 { 549 {
550 // Update the last time this thread was seen alive.
551 // It's good for debugging.
552 _workerThreads[Thread.CurrentThread] = DateTime.Now;
553
557 if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads) 554 if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads)
558 { 555 {
559 // Inform that the thread is quiting and then quit. 556 // Inform that the thread is quiting and then quit.
diff --git a/bin/MsgPack.dll b/bin/MsgPack.dll
new file mode 100755
index 0000000..90e6b7b
--- /dev/null
+++ b/bin/MsgPack.dll
Binary files differ
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index cb9ef22..d159960 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -494,7 +494,7 @@
494 ; clients login by starting each connection more slowly. Disabled by 494 ; clients login by starting each connection more slowly. Disabled by
495 ; default 495 ; default
496 ; 496 ;
497 enable_adaptive_throttles = true 497 enable_adaptive_throttles = false
498 498
499 ; Per-client bytes per second rates for the various throttle categories. 499 ; Per-client bytes per second rates for the various throttle categories.
500 ; These are default values that will be overriden by clients. These 500 ; These are default values that will be overriden by clients. These
@@ -1490,7 +1490,7 @@
1490 GroupsCacheTimeout = 30 1490 GroupsCacheTimeout = 30
1491 1491
1492 ; Specify which messaging module to use for groups messaging and if it's enabled 1492 ; Specify which messaging module to use for groups messaging and if it's enabled
1493 MessagingModule = GroupsMessagingModule 1493 ;MessagingModule = GroupsMessagingModule
1494 ;MessagingEnabled = true 1494 ;MessagingEnabled = true
1495 1495
1496 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend 1496 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
diff --git a/bin/OpenSimDefaults.ini.example b/bin/OpenSimDefaults.ini.example
new file mode 100644
index 0000000..ef8f73a
--- /dev/null
+++ b/bin/OpenSimDefaults.ini.example
@@ -0,0 +1,1325 @@
1[Startup]
2 ; Set this to true if you want to log crashes to disk
3 ; this can be useful when submitting bug reports.
4 save_crashes = false
5
6 ; Directory to save crashes to if above is enabled
7 ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
8 crash_dir = "crashes"
9
10 ; Place to create a PID file
11 ; PIDFile = "/tmp/my.pid"
12
13 ; Http proxy support for llHTTPRequest and dynamic texture loading
14 ; Set HttpProxy to the URL for your proxy server if you would like
15 ; to proxy llHTTPRequests through a firewall
16 ; HttpProxy = "http://proxy.com"
17 ; Set HttpProxyExceptions to a list of regular expressions for
18 ; URLs that you don't want going through the proxy such as servers
19 ; inside your firewall, separate patterns with a ';'
20 ; HttpProxyExceptions = ".mydomain.com;localhost"
21
22 startup_console_commands_file = "startup_commands.txt"
23 shutdown_console_commands_file = "shutdown_commands.txt"
24
25 ; To run a script every few minutes, set the script filename here
26 ; timer_Script = "filename"
27
28 ; ##
29 ; ## SYSTEM
30 ; ##
31
32 ; Sets the method that OpenSim will use to fire asynchronous
33 ; events. Valid values are UnsafeQueueUserWorkItem,
34 ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
35 ; SmartThreadPool is reported to work well on Mono/Linux, but
36 ; UnsafeQueueUserWorkItem has been benchmarked with better
37 ; performance on .NET/Windows
38 async_call_method = SmartThreadPool
39
40 ; Max threads to allocate on the FireAndForget thread pool
41 ; when running with the SmartThreadPool option above
42 MaxPoolThreads = 15
43
44 ; ##
45 ; ## CLIENTS
46 ; ##
47
48 ; Enables EventQueueGet Service.
49 EventQueue = true
50
51 ; Set this to the DLL containing the client stack to use.
52 clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
53
54 ; ##
55 ; ## REGIONS
56 ; ##
57
58 ; Determine where OpenSimulator looks for the files which tell it which regions to server
59 ; Defaults to "filesystem" if this setting isn't present
60 region_info_source = "filesystem"
61 ; region_info_source = "web"
62
63 ; Determines where the region XML files are stored if you are loading these from the filesystem.
64 ; Defaults to bin/Regions in your OpenSimulator installation directory
65 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
66
67 ; Determines the page from which regions xml is retrieved if you are loading these from the web
68 ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
69 ; except that everything is also enclosed in a <Regions> tag.
70 ; regionload_webserver_url = "http://example.com/regions.xml";
71
72 ; Draw objects on maptile. This step might take a long time if you've got a large number of
73 ; objects, so you can turn it off here if you'd like.
74 DrawPrimOnMapTile = true
75 ; Use terrain texture for maptiles if true, use shaded green if false
76 TextureOnMapTile = false
77
78 ; Maximum total size, and maximum size where a prim can be physical
79 NonPhysicalPrimMax = 256
80 PhysicalPrimMax = 10 ; (I think this was moved to the Regions.ini!)
81 ClampPrimSize = false
82
83 ; Allow scripts to cross region boundaries. These are recompiled on the new region.
84 AllowScriptCrossing = false
85
86 ; Allow compiled script binary code to cross region boundaries.
87 ; If you set this to "true", any region that can teleport to you can
88 ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
89 ; YOU HAVE BEEN WARNED!!!
90 TrustBinaries = false
91
92 ; Combine all contiguous regions into one large megaregion
93 ; Order your regions from South to North, West to East in your regions.ini and then set this to true
94 ; Warning! Don't use this with regions that have existing content!, This will likely break them
95 CombineContiguousRegions = false
96
97 ; If you have only one region in an instance, or to avoid the many bugs
98 ; that you can trigger in modules by restarting a region, set this to
99 ; true to make the entire instance exit instead of restarting the region.
100 ; This is meant to be used on systems where some external system like
101 ; Monit will restart any instance that exits, thereby making the shutdown
102 ; into a restart.
103 ;InworldRestartShutsDown = false
104
105 ; ##
106 ; ## PRIM STORAGE
107 ; ##
108
109 ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
110 ; prevent frequently changing objects from heavily loading the region data store.
111 ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
112 ;
113 ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
114 MinimumTimeBeforePersistenceConsidered = 60
115 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
116 MaximumTimeBeforePersistenceConsidered = 600
117
118 ; Should avatars in neighbor sims see objects in this sim?
119 see_into_this_sim_from_neighbor = true
120
121 ; ##
122 ; ## PHYSICS
123 ; ##
124
125 ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
126 physical_prim = true
127
128 ; Select a mesher here.
129 ;
130 ; Meshmerizer properly handles complex prims by using triangle meshes.
131 ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
132 ;
133 ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
134 ; Usually this is only a box
135
136 meshing = Meshmerizer
137 ;meshing = ZeroMesher
138
139 ; Choose one of the physics engines below
140 ; OpenDynamicsEngine is by some distance the most developed physics engine
141 ; basicphysics effectively does not model physics at all, making all objects phantom
142
143 physics = OpenDynamicsEngine
144 ;physics = basicphysics
145 ;physics = POS
146 ;physics = modified_BulletX
147
148 ; ##
149 ; ## PERMISSIONS
150 ; ##
151
152 ;permissionmodules = "DefaultPermissionsModule"
153
154 ;If any of the specified permissions modules fail to load, quit?
155 SecurePermissionsLoading = true
156
157 ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
158 ; any item, etc. This may not yet be implemented uniformally.
159 ; If set to true, then all permissions checks are carried out
160 ; Default is false
161 serverside_object_permissions = false
162
163 allow_grid_gods = false
164
165 ; This allows somne control over permissions
166 ; please note that this still doesn't duplicate SL, and is not intended to
167 ;region_owner_is_god = true
168 ;region_manager_is_god = false
169 ;parcel_owner_is_god = true
170
171 ; Control user types that are allowed to create new scripts
172 ; Only enforced if serviceside_object_permissions is true
173 ;
174 ; Current possible values are
175 ; all - anyone can create scripts (subject to normal permissions)
176 ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
177 ; Default value is all
178 ; allowed_script_creators = all
179
180 ; Control user types that are allowed to edit (save) scripts
181 ; Only enforced if serviceside_object_permissions is true
182 ;
183 ; Current possible values are
184 ; all - anyone can edit scripts (subject to normal permissions)
185 ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
186 ; Default value is all
187 ; allowed_script_editors = all
188
189 ; ##
190 ; ## SCRIPT ENGINE
191 ; ##
192
193 DefaultScriptEngine = "XEngine"
194
195 ; ##
196 ; ## WORLD MAP
197 ; ##
198
199 ;WorldMapModule = "WorldMap"
200 ;MapImageModule = "MapImageModule"
201 ; Set to false to not generate any maptiles
202 ;GenerateMaptiles = "true"
203 ; Refresh (in seconds) the map tile periodically
204 ;MaptileRefresh = 0
205 ; If not generating maptiles, use this static texture asset ID
206 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
207
208 ; ##
209 ; ## EMAIL MODULE
210 ; ##
211
212 ;emailmodule = DefaultEmailModule
213
214 ; ##
215 ; ## ANIMATIONS
216 ; ##
217
218 ; If enabled, enableFlySlow will change the primary fly state to
219 ; FLYSLOW, and the "always run" state will be the regular fly.
220
221 enableflyslow = false
222
223 ; PreJump is an additional animation state, but it probably
224 ; won't look right until the physics engine supports it
225 ; (i.e delays takeoff for a moment)
226
227 ; This is commented so it will come on automatically once it's
228 ; supported.
229
230 ; enableprejump = true
231
232 ; Simulator Stats URI
233 ; Enable JSON simulator data by setting a URI name (case sensitive)
234 ; Stats_URI = "jsonSimStats"
235
236 ; Make OpenSim start all regions woth logins disabled. They will need
237 ; to be enabled from the console if this is set
238 ; StartDisabled = false
239
240 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
241 ; OpenJPEG if false
242 ; UseCSJ2K = true
243
244[SMTP]
245 enabled=false
246
247 ;enabled=true
248 ;internal_object_host=lsl.opensim.local
249 ;host_domain_header_from=127.0.0.1
250 ;SMTP_SERVER_HOSTNAME=127.0.0.1
251 ;SMTP_SERVER_PORT=25
252 ;SMTP_SERVER_LOGIN=foo
253 ;SMTP_SERVER_PASSWORD=bar
254
255[Network]
256 ConsoleUser = "Test"
257 ConsolePass = "secret"
258 http_listener_port = 9000
259 console_port = 0
260
261 ; ssl config: Experimental! The auto https config only really works definately on windows XP now
262 ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
263 ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
264 http_listener_ssl = false ; Also create a SSL server
265 http_listener_cn = "localhost" ; Use the cert with the common name
266 http_listener_sslport = 9001 ; Use this port for SSL connections
267 http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
268
269 ; Hostname to use in llRequestURL/llRequestSecureURL
270 ; if not defined - default machine name is being used
271 ; (on Windows this mean NETBIOS name - useably only inside local network)
272 ; ExternalHostNameForLSL=127.0.0.1
273
274 ; What is reported as the "X-Secondlife-Shard"
275 ; Defaults to the user server url if not set
276 ; The old default is "OpenSim", set here for compatibility
277 shard = "OpenSim"
278
279 ; What is reported as the "User-Agent" when using llHTTPRequest
280 ; Defaults to not sent if not set here. See the notes section in the wiki at
281 ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
282 ; " (Mozilla Compatible)" to the text where there are problems with a web server
283 ;user_agent = "OpenSim LSL (Mozilla Compatible)"
284
285[XMLRPC]
286 ; ##
287 ; ## Scripting XMLRPC mapper
288 ; ##
289
290 ; If enabled, this will post an event, "xmlrpc_uri(string)" to the
291 ; script concurrently with the first remote_data event.
292 ; This will contain the fully qualified URI an external site needs
293 ; to use to send XMLRPC requests to that script
294
295 ;XmlRpcRouterModule = "XmlRpcRouterModule"
296 ;XmlRpcPort = 20800
297
298[ClientStack.LindenUDP]
299 ; Set this to true to process incoming packets asynchronously. Networking is
300 ; already separated from packet handling with a queue, so this will only
301 ; affect whether networking internals such as packet decoding and
302 ; acknowledgement accounting are done synchronously or asynchronously
303 ;
304 ;async_packet_handling = false
305
306 ; The client socket receive buffer size determines how many
307 ; incoming requests we can process; the default on .NET is 8192
308 ; which is about 2 4k-sized UDP datagrams. On mono this is
309 ; whatever the underlying operating system has as default; for
310 ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
311 ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
312 ; do "sysctl net.core.rmem_default" to find out what your system
313 ; uses a default socket receive buffer size.
314 ;
315 ; client_socket_rcvbuf_size allows you to specify the receive
316 ; buffer size LLUDPServer should use. NOTE: this will be limited
317 ; by the system's settings for the maximum client receive buffer
318 ; size (on linux systems you can set that with "sysctl -w
319 ; net.core.rmem_max=X")
320 ;
321 ;client_socket_rcvbuf_size = 8388608
322
323 ; Maximum outbound bytes per second for a single scene. This can be used to
324 ; throttle total outbound UDP traffic for a simulator. The default value is
325 ; 0, meaning no throttling at the scene level. The example given here is
326 ; 20 megabits
327 ;
328 ;scene_throttle_max_bps = 2621440
329
330 ; Maximum bits per second to send to any single client. This will override
331 ; the user's viewer preference settings. The default value is 0, meaning no
332 ; aggregate throttling on clients (only per-category throttling). The
333 ; example given here is 1.5 megabits
334 ;
335 ;client_throttle_max_bps = 196608
336
337 ; Per-client bytes per second rates for the various throttle categories.
338 ; These are default values that will be overriden by clients
339 ;
340 ;resend_default = 12500
341 ;land_default = 1000
342 ;wind_default = 1000
343 ;cloud_default = 1000
344 ;task_default = 1000
345 ;texture_default = 1000
346 ;asset_default = 1000
347 ;state_default = 1000
348
349 ; Per-client maximum burst rates in bytes per second for the various
350 ; throttle categories. These are default values that will be overriden by
351 ; clients
352 ;
353 ;resend_limit = 18750
354 ;land_limit = 29750
355 ;wind_limit = 18750
356 ;cloud_limit = 18750
357 ;task_limit = 18750
358 ;texture_limit = 55750
359 ;asset_limit = 27500
360 ;state_limit = 37000
361
362 ; Configures how ObjectUpdates are aggregated. These numbers
363 ; do not literally mean how many updates will be put in each
364 ; packet that goes over the wire, as packets are
365 ; automatically split on a 1400 byte boundary. These control
366 ; the balance between responsiveness of interest list updates
367 ; and total throughput. Higher numbers will ensure more full-
368 ; sized packets and faster sending of data, but more delay in
369 ; updating interest lists
370 ;
371 ;PrimTerseUpdatesPerPacket = 25
372 ;AvatarTerseUpdatesPerPacket = 10
373 ;PrimFullUpdatesPerPacket = 100
374
375 ; TextureSendLimit determines how many packets will be put on
376 ; the outgoing queue each cycle. Like the settings above, this
377 ; is a balance between responsiveness to priority updates and
378 ; total throughput. Higher numbers will give a better
379 ; throughput at the cost of reduced responsiveness to client
380 ; priority changes or transfer aborts
381 ;
382 ;TextureSendLimit = 20
383
384 ; Quash and remove any light properties from attachments not on the
385 ; hands. This allows flashlights and lanterns to function, but kills
386 ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
387 ; will also be affected.
388 ;
389 ;DisableFacelights = "false"
390
391[Chat]
392 ; Controls whether the chat module is enabled. Default is true.
393 enabled = true;
394
395 ; Distance in meters that whispers should travel. Default is 10m
396 whisper_distance = 10
397
398 ; Distance in meters that ordinary chat should travel. Default is 30m
399 say_distance = 30
400
401 ; Distance in meters that shouts should travel. Default is 100m
402 shout_distance = 100
403
404 ; Append a prefix to the god avatar names appearing in chat whilst in god mode
405 ; admin_prefix = "@"
406
407
408[Messaging]
409 ; Control which region module is used for instant messaging.
410 ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
411 InstantMessageModule = InstantMessageModule
412 ; MessageTransferModule = MessageTransferModule
413 ; OfflineMessageModule = OfflineMessageModule
414 ; OfflineMessageURL = http://yourserver/Offline.php
415 ; MuteListModule = MuteListModule
416 ; MuteListURL = http://yourserver/Mute.php
417
418 ; Control whether group messages are forwarded to offline users. Default is true.
419 ; ForwardOfflineGroupMessages = true
420
421
422[ODEPhysicsSettings]
423 ;##
424 ;## World Settings
425 ;##
426
427 ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
428 world_gravityx = 0
429 world_gravityy = 0
430 world_gravityz = -9.8
431
432 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
433 ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
434 world_stepsize = 0.020
435 world_internal_steps_without_collisions = 10
436
437 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
438 world_hashspace_size_low = -4
439 world_hashSpace_size_high = 128
440
441 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
442 meters_in_small_space = 29.9
443 small_hashspace_size_low = -4
444 small_hashspace_size_high = 66
445
446 ; ##
447 ; ## Contact properties. (the stuff that happens when things come in contact with each other)
448 ; ##
449
450 ; surface layer around geometries other geometries can sink into before generating a contact
451 world_contact_surface_layer = 0.001
452
453 ; Filtering collisions helps keep things stable physics wise, but sometimes
454 ; it can be overzealous. If you notice bouncing, chances are it's that.
455 filter_collisions = false
456
457 ; Non Moving Terrain Contact (avatar isn't moving)
458 nm_terraincontact_friction = 255.0
459 nm_terraincontact_bounce = 0.1
460 nm_terraincontact_erp = 0.1025
461
462 ; Moving Terrain Contact (avatar is moving)
463 m_terraincontact_friction = 75.0
464 m_terraincontact_bounce = 0.05
465 m_terrainContact_erp = 0.05025
466
467 ; Moving Avatar to object Contact
468 m_avatarobjectcontact_friction = 75.0
469 m_avatarobjectcontact_bounce = 0.1
470
471 ; Object to Object Contact and Non-Moving Avatar to object
472 objectcontact_friction = 250.0
473 objectcontact_bounce = 0.2
474
475 ; ##
476 ; ## Avatar Control
477 ; ##
478
479 ; PID Controller Settings. These affect the math that causes the avatar to reach the
480 ; desired velocity
481 ; See http://en.wikipedia.org/wiki/PID_controller
482
483 av_pid_derivative_linux = 2200.0
484 av_pid_proportional_linux = 900.0;
485
486 av_pid_derivative_win = 2200.0
487 av_pid_proportional_win = 900.0;
488
489 ;girth of the avatar. Adds radius to the height also
490 av_capsule_radius = 0.37
491
492 ; Max force permissible to use to keep the avatar standing up straight
493 av_capsule_standup_tensor_win = 550000
494 av_capsule_standup_tensor_linux = 550000
495
496 ; specifies if the capsule should be tilted (=true; old compatibility mode)
497 ; or straight up-and-down (=false; better and more consistent physics behavior)
498 av_capsule_tilted = false
499
500 ; used to calculate mass of avatar.
501 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
502 ; av_density * AVvolume;
503 av_density = 80
504
505 ; use this value to cut 52% of the height the sim gives us
506 av_height_fudge_factor = 0.52
507
508 ; Movement. Smaller is faster.
509
510 ; speed of movement with Always Run off
511 av_movement_divisor_walk = 1.3
512
513 ; speed of movement with Always Run on
514 av_movement_divisor_run = 0.8
515
516 ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
517 minimum_ground_flight_offset = 3.0
518
519 ; ##
520 ; ## Object options
521 ; ##
522
523 ; used in the mass calculation.
524 geometry_default_density = 10.000006836
525
526 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
527 body_frames_auto_disable = 20
528
529 ; used to control llMove2Target
530 body_pid_derivative = 35
531 body_pid_gain = 25
532
533 ; maximum number of contact points to generate per collision
534 contacts_per_collision = 80
535
536 ; amount of time a geom/body will try to cross a region border before it gets disabled
537 geom_crossing_failures_before_outofbounds = 5
538
539 ; start throttling the object updates if object comes in contact with 3 or more other objects
540 geom_contactpoints_start_throttling = 3
541
542 ; send 1 update for every x updates below when throttled
543 geom_updates_before_throttled_update = 15
544
545 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
546 body_motor_joint_maxforce_tensor_linux = 5
547 body_motor_joint_maxforce_tensor_win = 5
548
549 ; Maximum mass an object can be before it is clamped
550 maximum_mass_object = 10000.01
551
552 ; ##
553 ; ## Sculpted Prim settings
554 ; ##
555
556 ; Do we want to mesh sculpted prim to collide like they look?
557 mesh_sculpted_prim = true
558
559 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
560 mesh_lod = 32
561
562 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
563 mesh_physical_lod = 16
564
565 ; ##
566 ; ## Physics logging settings - logfiles are saved to *.DIF files
567 ; ##
568
569 ; default is false
570 ;physics_logging = true
571 ;; every n simulation iterations, the physics snapshot file is updated
572 ;physics_logging_interval = 50
573 ;; append to existing physics logfile, or overwrite existing logfiles?
574 ;physics_logging_append_existing_logfile = true
575
576 ; ##
577 ; ## Joint support
578 ; ##
579
580 ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
581 ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
582 ; default is false
583 ;use_NINJA_physics_joints = true
584
585 ; ##
586 ; ## additional meshing options
587 ; ##
588
589 ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
590 ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
591 ; true. Note that this will increase memory usage and region startup time. Default is false.
592 ;force_simple_prim_meshing = true
593
594
595[RemoteAdmin]
596 enabled = false
597
598 ; Set this to a nonzero value to have remote admin use a different port
599 port = 0
600
601 ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
602 access_password = unknown
603
604 ; set this variable to true if you want the create_region XmlRpc
605 ; call to unconditionally enable voice on all parcels for a newly
606 ; created region [default: false]
607 create_region_enable_voice = false
608
609 ; set this variable to false if you want the create_region XmlRpc
610 ; call to create all regions as private per default (can be
611 ; overridden in the XmlRpc call) [default: true]
612 create_region_public = false
613
614 ; the create_region XmlRpc call uses region_file_template to generate
615 ; the file name of newly create regions (if they are created
616 ; persistent). the parameter available are:
617 ; {0} - X location
618 ; {1} - Y location
619 ; {2} - region UUID
620 ; {3} - region port
621 ; {4} - region name with " ", ":", "/" mapped to "_"
622 region_file_template = "{0}x{1}-{2}.ini"
623
624 ; we can limit the number of regions that XmlRpcCreateRegion will
625 ; allow by setting this to a positive, non-0 number: as long as the
626 ; number of regions is below region_limits, XmlRpcCreateRegion will
627 ; succeed. setting region_limit to 0 disables the check.
628 ; default is 0
629 ;region_limit = 0
630
631 ; enable only those methods you deem to be appropriate using a | delimited whitelist
632 ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
633 ; if this parameter is not specified but enabled = true, all methods will be available
634 enabled_methods = all
635
636 ; specify the default appearance for an avatar created through the remote admin interface
637 ; This will only take effect is the file specified by the default_appearance setting below exists
638 ;default_male = Default Male
639 ;default_female = Default Female
640
641 ; update appearance copies inventory items and wearables of default avatars. if this value is false
642 ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
643 ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
644 ;copy_folders = false
645
646 ; path to default appearance XML file that specifies the look of the default avatars
647 ;default_appearance = default_appearance.xml
648
649[RestPlugins]
650 ; Change this to true to enable REST Plugins. This must be true if you wish to use
651 ; REST Region or REST Asset and Inventory Plugins
652 enabled = false
653 god_key = SECRET
654 prefix = /admin
655
656
657[RestRegionPlugin]
658 ; Change this to true to enable the REST Region Plugin
659 enabled = false
660
661
662[RestHandler]
663 ; Change this to true to enable the REST Asset and Inventory Plugin
664 enabled = false
665 authenticate = true
666 secured = true
667 extended-escape = true
668 realm = OpenSim REST
669 dump-asset = false
670 path-fill = true
671 dump-line-size = 32
672 flush-on-error = true
673
674
675; Uncomment the following for IRC bridge
676; experimental, so if it breaks... keep both parts... yada yada
677; also, not good error detection when it fails
678;[IRC]
679 ;enabled = true ; you need to set this otherwise it won't connect
680 ;server = name.of.irc.server.on.the.net
681 ;; user password - only use this if the server requires one
682 ;password = mypass
683 ;nick = OpenSimBotNameProbablyMakeThisShorter
684 ;channel = #the_irc_channel_you_want_to_connect_to
685 ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
686 ;port = 6667
687 ;; channel to listen for configuration commands
688 ;commands_enabled = false
689 ;command_channel = 2777
690 ;report_clients = true
691 ;; relay private chat connections
692 ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
693 ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
694 ;; relay_private_channel_in -- channel to receive message from the IRC bridge
695 ;; relay_chat = false: IRC bridge will not relay normal chat
696 ;; access_password -- simple security device
697 ;;
698 ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
699 ;;
700 ;; relay_private_channels = false
701 ;; relay_chat = true
702 ;;
703 ;; to relay chat only to/from private in-world channels:
704 ;;
705 ;; relay_chat = false
706 ;; relay_private_channels = true
707 ;; relay_private_channel_in = 2226
708 ;; relay_private_channel_out = 2225
709 ;;
710 ;; in this example, all chat coming in from IRC will be send out via
711 ;; in-world channel 2226, and all chat from in-world channel 2225 will
712 ;; be relayed to the IRC channel.
713 ;;
714 ;relay_private_channels = false
715 ;relay_private_channel_in = 2226
716 ;relay_private_channel_out = 2225
717 ;relay_chat = true
718 ;access_password = foobar
719
720 ;;fallback_region = name of "default" region
721 ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
722 ;; must start with "PRIVMSG {0} : " or irc server will get upset
723 ;;for <bot>:<user in region> :<message>
724 ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
725 ;;for <bot>:<message> - <user of region> :
726 ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
727 ;;for <bot>:<message> - from <user> :
728 ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
729
730 ;; exclude_list allows you to stop the IRC connector from announcing the
731 ;;arrival and departure of certain users. For example: admins, bots.
732
733 ;exclude_list=User 1,User 2,User 3
734
735
736;[CMS]
737 ;enabled = true
738 ;channel = 345
739
740
741; Uncomment the following to control the progression of daytime
742; in the Sim. The defaults are what is shown below
743;[Sun]
744 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
745 ;day_length = 4
746 ; Year length in days
747 ;year_length = 60
748 ; Day to Night Ratio
749 ;day_night_offset = 0.45
750 ; send a Sun update every update_interval # of frames. A lower number will
751 ; make for smoother sun transition at the cost of network
752 ;update_interval = 100
753
754
755[Wind]
756 ; Enables the wind module. Default is true
757 enabled = true
758
759 ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
760 wind_update_rate = 150
761
762 ; The Default Wind Plugin to load
763 wind_plugin = SimpleRandomWind
764
765 ; These settings are specific to the ConfigurableWind plugin
766 ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
767 ; avg_strength = 5.0
768 ; avg_direction = 0.0
769 ; var_strength = 0.0
770 ; var_direction = 0.0
771 ; rate_change = 1.0
772
773 ; This setting is specific to the SimpleRandomWind plugin
774 ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
775 strength = 1.0
776
777
778[Cloud]
779 ; Enable this to generate classic particle clouds above the sim.
780 ; default is disabled - turn it on here
781 enabled = false
782
783 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
784 density = 0.5
785
786 ; update interval for the cloud cover data returned by llCloud().
787 ; default is 1000
788 cloud_update_rate = 1000
789
790[LightShare]
791
792 ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
793 ; It has no ill effect on viewers which do not support server-side windlight settings.
794 ; Currently we only have support for MySQL databases.
795 enable_windlight = false;
796
797[Trees]
798 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
799 ; default is false
800 active_trees = false
801
802 ; Density of tree population
803 tree_density = 1000.0
804
805
806[VectorRender]
807
808 ; the font to use for rendering text (default: Arial)
809 ; font_name = "Arial"
810
811
812[LL-Functions]
813 ; Set the following to true to allow administrator owned scripts to execute console commands
814 ; currently unused
815 ; AllowosConsoleCommand=false
816
817 AllowGodFunctions = false
818
819 ; Maximum number of llListen events we allow per script
820 ; Set this to 0 to have no limit imposed.
821 max_listens_per_script = 64
822
823
824[DataSnapshot]
825 ; The following set of configs pertains to search.
826 ; Set index_sims to true to enable search engines to index your searchable data
827 ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
828 ; default is false
829 index_sims = false
830
831 ; The variable data_exposure controls what the regions expose:
832 ; minimum: exposes only things explicitly marked for search
833 ; all: exposes everything
834 data_exposure = minimum
835
836 ; If search is on, change this to your grid name; will be ignored for standalones
837 gridname = "OSGrid"
838
839 ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
840 ; Later, you may want to increase this to 3600 (1 hour) or more
841 default_snapshot_period = 1200
842
843 ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
844 snapshot_cache_directory = "DataSnapshot"
845
846 ; This semicolon-separated string serves to notify specific data services about the existence
847 ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
848 ;data_services="http://metaverseink.com/cgi-bin/register.py"
849
850
851[Economy]
852 ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
853
854 ; Enables selling things for $0
855 SellEnabled = "false"
856
857 ; 45000 is the highest value that the sim could possibly report because of protocol constraints
858 ObjectCapacity = 45000
859
860 ; Money Unit fee to upload textures, animations etc
861 PriceUpload = 0
862
863 ; Money Unit fee to create groups
864 PriceGroupCreate = 0
865
866 ; We don't really know what the rest of these values do. These get sent to the client
867 ; These taken from Agni at a Public Telehub. Change at your own risk.
868 ObjectCount = 0
869 PriceEnergyUnit = 100
870 PriceObjectClaim = 10
871 PricePublicObjectDecay = 4
872 PricePublicObjectDelete = 4
873 PriceParcelClaim = 1
874 PriceParcelClaimFactor = 1
875
876 PriceRentLight = 5
877 TeleportMinPrice = 2
878 TeleportPriceExponent = 2
879 EnergyEfficiency = 1
880 PriceObjectRent = 1
881 PriceObjectScaleFactor = 10
882 PriceParcelRent = 1
883
884[Git]
885Enabled = true
886RepoPath = "git"
887
888;How many seconds between the scheduled commits?
889CommitInterval = 21600
890
891;Disable all except the initial commit?
892DisableNonEssentialCommits = false
893
894;Should we automatically commit when necessary to avoid objects never making it into the repo?
895UseSafetyCommit = true
896
897
898[SVN]
899 Enabled = false
900 Directory = SVNmodule\repo
901 URL = "svn://your.repo.here/"
902 Username = "user"
903 Password = "password"
904 ImportOnStartup = false
905 Autosave = false
906 AutoSavePeriod = 15 ; Number of minutes between autosave backups
907
908
909[XEngine]
910 ; Enable this engine in this OpenSim instance
911 Enabled = true
912
913 ; How many threads to keep alive even if nothing is happening
914 MinThreads = 2
915
916 ; How many threads to start at maximum load
917 MaxThreads = 100
918
919 ; Time a thread must be idle (in seconds) before it dies
920 IdleTimeout = 60
921
922 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
923 Priority = "BelowNormal"
924
925 ; Maximum number of events to queue for a script (excluding timers)
926 MaxScriptEventQueue = 300
927
928 ; Stack size per thread created
929 ThreadStackSize = 262144
930
931 ; Set this to true (the default) to load each script into a separate
932 ; AppDomain. Setting this to false will load all script assemblies into the
933 ; current AppDomain, which will reduce the per-script overhead at the
934 ; expense of reduced security and the inability to garbage collect the
935 ; script assemblies
936 AppDomainLoading = true
937
938 ; Rate to poll for asynchronous command replies (ms)
939 ; currently unused
940 ;AsyncLLCommandLoopms = 50
941
942 ; Save the source of all compiled scripts
943 WriteScriptSourceToDebugFile = false
944
945 ; Default language for scripts
946 DefaultCompileLanguage = lsl
947
948 ; List of allowed languages (lsl,vb,js,cs)
949 ; AllowedCompilers=lsl,cs,js,vb.
950 ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
951 AllowedCompilers=lsl
952
953 ; Compile debug info (line numbers) into the script assemblies
954 CompileWithDebugInformation = true
955
956 ; Allow the user of mod* functions. This allows a script to pass messages
957 ; to a region module via the modSendCommand() function
958 ; Default is false
959 AllowMODFunctions = false
960
961 ; Allow the use of os* functions (some are dangerous)
962 AllowOSFunctions = false
963
964 ; Allow the user of LightShare functions
965 AllowLightShareFunctions = false
966
967 ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
968 OSFunctionThreatLevel = VeryLow
969
970 ; Interval (s) between background save of script states
971 SaveInterval = 120
972
973 ; Interval (s) between maintenance runs (0 = disable)
974 MaintenanceInterval = 10
975
976 ; Time a script can spend in an event handler before it is interrupted
977 EventLimit = 30
978
979 ; If a script overruns it's event limit, kill the script?
980 KillTimedOutScripts = false
981
982 ; Sets the multiplier for the scripting delays
983 ScriptDelayFactor = 1.0
984
985 ; The factor the 10 m distances llimits are multiplied by
986 ScriptDistanceLimitFactor = 1.0
987
988 ; Maximum length of notecard line read
989 ; Increasing this to large values potentially opens
990 ; up the system to malicious scripters
991 ; NotecardLineReadCharsMax = 255
992
993 ; Sensor settings
994 SensorMaxRange = 96.0
995 SensorMaxResults = 16
996
997 ; OS Functions enable/disable
998 ; For each function, you can add one line, as shown
999 ; The default for all functions allows them if below threat level
1000
1001 ; true allows the use of the function unconditionally
1002 ; Allow_osSetRegionWaterHeight = true
1003
1004 ; false disables the function completely
1005 ; Allow_osSetRegionWaterHeight = false
1006
1007 ; Comma separated list of UUIDS allows the function for that list of UUIDS
1008 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
1009
1010 ; You can also use script creators as the uuid
1011 ; Creators_osSetRegionWaterHeight = <uuid>, ...
1012
1013 ; If both Allow_ and Creators_ are given, effective permissions
1014 ; are the union of the two.
1015
1016 ; Allow for llCreateLink and llBreakLink to work without asking for permission
1017 ; only enable this in a trusted environment otherwise you may be subject to hijacking
1018 ; AutomaticLinkPermission = false
1019
1020 ; Disable underground movement of prims (default true); set to
1021 ; false to allow script controlled underground positioning of
1022 ; prims
1023 ; DisableUndergroundMovement = true
1024
1025
1026[OpenGridProtocol]
1027 ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
1028 ;On/true or Off/false
1029 ogp_enabled=false
1030
1031 ;Name Prefix/suffix when using OGP
1032 ogp_firstname_prefix=""
1033 ogp_lastname_suffix="_EXTERNAL"
1034
1035
1036[Concierge]
1037 ; Enable concierge module
1038 ; Default is false
1039 enabled = false
1040
1041 ; name of the concierge
1042 whoami = "jeeves"
1043
1044 ; password for updating the welcome message templates via XmlRpc
1045 password = SECRET
1046
1047 ; regex specifying for which regions concierge service is desired; if
1048 ; empty, then for all
1049 regions = "^MeetingSpace-"
1050
1051 ; for each region that matches the regions regexp you can provide
1052 ; (optionally) a welcome template using format substitution:
1053 ; {0} is replaced with the name of the avatar entering the region
1054 ; {1} is replaced with the name of the region
1055 ; {2} is replaced with the name of the concierge (whoami variable above)
1056
1057 welcomes = /path/to/welcome/template/directory
1058
1059 ; Concierge can send attendee lists to an event broker whenever an
1060 ; avatar enters or leaves a concierged region. the URL is subject
1061 ; to format substitution:
1062 ; {0} is replaced with the region's name
1063 ; {1} is replaced with the region's UUID
1064 broker = "http://broker.place.com/{1}"
1065
1066
1067[RegionReady]
1068 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
1069 ; default is false
1070 enabled = false
1071
1072 ; Channel on which to signal region readiness through a message
1073 ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
1074 ; - the first field indicating whether this is an initial server startup
1075 ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
1076 ; - the third field is a number indicating how many scripts failed to compile
1077 ; - "oar error" if supplied, provides the error message from the OAR load
1078 channel_notify = -800
1079
1080
1081[MRM]
1082 ; Enables the Mini Region Modules Script Engine.
1083 ; default is false
1084 Enabled = false
1085
1086 ; Runs MRM in a Security Sandbox
1087 ; WARNING: DISABLING IS A SECURITY RISK.
1088 Sandboxed = true
1089
1090 ; The level sandbox to use, adjust at your OWN RISK.
1091 ; Valid values are:
1092 ; * FullTrust
1093 ; * SkipVerification
1094 ; * Execution
1095 ; * Nothing
1096 ; * LocalIntranet
1097 ; * Internet
1098 ; * Everything
1099 SandboxLevel = "Internet"
1100
1101 ; Only allow Region Owners to run MRMs
1102 ; May represent a security risk if you disable this.
1103 OwnerOnly = true
1104
1105[Hypergrid]
1106 ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
1107 safemode = false
1108
1109[VivoxVoice]
1110 ; The VivoxVoice module will allow you to provide voice on your
1111 ; region(s). It uses the same voice technology as the LL grid and
1112 ; works with recent LL clients (we have tested 1.22.9.110075, so
1113 ; anything later ought to be fine as well).
1114 ;
1115 ; For this to work you need to obtain an admin account from Vivox
1116 ; that allows you to create voice accounts and region channels.
1117
1118 enabled = false
1119
1120 ; vivox voice server
1121 vivox_server = www.foobar.vivox.com
1122
1123 ; vivox SIP URI
1124 vivox_sip_uri = foobar.vivox.com
1125
1126 ; vivox admin user name
1127 vivox_admin_user = DeepThroat
1128
1129 ; vivox admin password
1130 vivox_admin_password = VoiceG4te
1131
1132 ; channel type: "channel" or "positional"
1133 ; - positional: spatial sound (default)
1134 ; - channel: normal "conference call", no spatial sound
1135 ;vivox_channel_type = positional
1136
1137 ; channel characteristics (unless you know what you are doing, i'd
1138 ; leave them as they are --- now you WILL muck around with them,
1139 ; huh? sigh)
1140
1141 ; channel distance model:
1142 ; 0 - no attenuation
1143 ; 1 - inverse distance attenuation
1144 ; 2 - linear attenuation (default)
1145 ; 3 - exponential attenuation
1146 ;vivox_channel_distance_model = 2
1147
1148 ; channel mode:
1149 ; - "open" (default)
1150 ; - "lecture"
1151 ; - "presentation"
1152 ; - "auditorium"
1153 ;vivox_channel_mode = "open"
1154
1155 ; channel roll off: rate of attenuation
1156 ; - a value between 1.0 and 4.0, default is 2.0
1157 ;vivox_channel_roll_off = 2.0
1158
1159 ; channel max range: distance at which channel is silent
1160 ; - a value between 0 and 160, default is 80
1161 ;vivox_channel_max_range = 80
1162
1163 ; channel clamping distance: distance before attenuation applies
1164 ; - a value between 0 and 160, default is 10
1165 ;vivox_channel_clamping_distance = 10
1166
1167[FreeSwitchVoice]
1168 ; In order for this to work you need a functioning FreeSWITCH PBX set up.
1169 ; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
1170 enabled = false
1171 ; FreeSWITCH server is going to contact us and ask us all sorts of things
1172 freeswitch_server_user = freeswitch
1173 freeswitch_server_pass = password
1174 freeswitch_api_prefix = /api
1175 ; external IP address of your OpenSim voice enabled region
1176 ; note: all regions running on same OpenSim.exe will be enabled
1177 freeswitch_service_server = ip.address.of.your.sim
1178 ; this should be the same port the region listens on
1179 freeswitch_service_port = 9000
1180 freeswitch_realm = ip.address.of.freeswitch.server
1181 freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
1182 ; STUN = Simple Traversal of UDP through NATs
1183 ; See http://wiki.freeswitch.org/wiki/NAT_Traversal
1184 ; stun.freeswitch.org is not guaranteed to be running so use it in production at your own risk
1185 freeswitch_attempt_stun = false
1186 freeswitch_stun_server = ip.address.of.stun.server
1187 freeswitch_echo_server = ip.address.of.freeswitch.server
1188 freeswitch_echo_port = 50505
1189 freeswitch_well_known_ip = ip.address.of.freeswitch.server
1190 ;
1191 ; Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
1192 ; This is used by client for account verification. By default, it's the same as the freeswitch service server.
1193 ;
1194 ; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server_Hostname_Allowed
1195 ;
1196 freeswitch_default_timeout = 5000
1197 freeswitch_subscribe_retry = 120
1198 ; freeswitch_password_reset_url =
1199
1200[Groups]
1201 Enabled = false
1202
1203 ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
1204 ; apply to the Flotsam/SimianGrid GroupsModule
1205 Module = Default
1206
1207 ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
1208 ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1209 ;Module = GroupsModule
1210
1211 ; Enable Group Notices
1212 ;NoticesEnabled = true
1213
1214 ; This makes the Groups modules very chatty on the console.
1215 DebugEnabled = false
1216
1217 ; Specify which messaging module to use for groups messaging and if it's enabled
1218 ;MessagingModule = GroupsMessagingModule
1219 ;MessagingEnabled = true
1220
1221 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
1222
1223 ; SimianGrid Service for Groups
1224 ;ServicesConnectorModule = SimianGroupsServicesConnector
1225 ;GroupsServerURI = http://mygridserver.com:82/Grid/
1226
1227 ; Flotsam XmlRpc Service for Groups
1228 ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
1229 ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
1230
1231 ; XmlRpc Security settings. These must match those set on your backend groups service.
1232 ;XmlRpcServiceReadKey = 1234
1233 ;XmlRpcServiceWriteKey = 1234
1234
1235 ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
1236 ; this is a work around fora problem discovered on some Windows based region servers.
1237 ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
1238 ; System.Net.WebException: The request was aborted: The request was canceled.
1239 ; XmlRpcDisableKeepAlive = false
1240
1241
1242[PacketPool]
1243 ; Enables the experimental packet pool. Yes, we've been here before.
1244 ;RecyclePackets = true;
1245 ;RecycleDataBlocks = true;
1246
1247
1248[InterestManagement]
1249 ; This section controls how state updates are prioritized for each client
1250 ; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack
1251 UpdatePrioritizationScheme = FrontBack
1252 ReprioritizationEnabled = true
1253 ReprioritizationInterval = 2000.0
1254 RootReprioritizationDistance = 10.0
1255 ChildReprioritizationDistance = 20.0
1256
1257
1258[WebStats]
1259; View region statistics via a web page
1260; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
1261; Use a web browser and type in the "Login URI" + "/SStats/"
1262; For example- http://127.0.0.1:9000/SStats/
1263; enabled=false
1264
1265[LandManagement]
1266; DefaultAdministratorGroupUUID = "";
1267; DefaultAdministratorParcelName = "";
1268
1269[MediaOnAPrim]
1270 ; Enable media on a prim facilities
1271 Enabled = true;
1272
1273[MOTD]
1274Enabled = false
1275Message = "The MOTD module is working!"
1276
1277
1278;;
1279;; These are defaults that are overwritten below in [Architecture].
1280;; These defaults allow OpenSim to work out of the box with
1281;; zero configuration
1282;;
1283[AssetService]
1284 DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
1285 AssetLoaderArgs = "assets/AssetSets.xml"
1286
1287 ; Disable this to prevent the default asset set from being inserted into the
1288 ; asset store each time the region starts
1289 AssetLoaderEnabled = true
1290
1291[GridService]
1292 ;; default standalone, overridable in StandaloneCommon.ini
1293 StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
1294
1295 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1296 ;; The following is the configuration section for the new style services
1297 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1298[Architecture]
1299 ; Choose exactly one and only one of the architectures below.
1300
1301 Include-Standalone = "config-include/Standalone.ini"
1302 ;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"
1303 ;Include-Grid = "config-include/Grid.ini"
1304 ;Include-HGGrid = "config-include/GridHypergrid.ini"
1305 ;Include-SimianGrid = "config-include/SimianGrid.ini"
1306 ;Include-HyperSimianGrid = "config-include/HyperSimianGrid.ini"
1307
1308 ; Then choose
1309 ; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
1310 ; config-include/GridCommon.ini.example (if you're connected to a grid)
1311 ; Copy to your own .ini there (without .example extension) and edit it
1312 ; to customize your data
1313
1314
1315 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1316 ;; The below pulls in optional module config files
1317 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1318[Modules]
1319 Include-modules = "addon-modules/*/config/*.ini"
1320
1321
1322;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
1323;; ENSURE [Architecture] and [Modules] Sections with their "includes"
1324;; are last to allow for overrides
1325;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
diff --git a/bin/Physics/OpenSim.Region.Physics.UbitOdePlugin.dll.config b/bin/Physics/OpenSim.Region.Physics.UbitOdePlugin.dll.config
new file mode 100644
index 0000000..c72c281
--- /dev/null
+++ b/bin/Physics/OpenSim.Region.Physics.UbitOdePlugin.dll.config
@@ -0,0 +1,7 @@
1<configuration>
2 <dllmap os="osx" dll="ode" target="lib64/libode.dylib" />
3 <dllmap os="!windows,osx" cpu="x86-64,ia64" dll="ode" target="lib64/libode-x86_64" />
4 <dllmap os="!windows,osx" cpu="x86" dll="ode" target="lib32/libode" />
5 <dllmap os="!windows,osx" cpu="ppc64" dll="ode" target="lib64/libode-ppc64" />
6 <dllmap os="!windows,osx" cpu="s390x" dll="ode" target="lib64/libode-s390x" />
7</configuration>
diff --git a/bin/assets/TexturesAssetSet/defaultalpha.jp2 b/bin/assets/TexturesAssetSet/defaultalpha.jp2
new file mode 100644
index 0000000..af73c1e
--- /dev/null
+++ b/bin/assets/TexturesAssetSet/defaultalpha.jp2
Binary files differ
diff --git a/prebuild.xml b/prebuild.xml
index 5003ae7..c840f03 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -6,7 +6,7 @@
6 <CompilerDefines>TRACE;DEBUG</CompilerDefines> 6 <CompilerDefines>TRACE;DEBUG</CompilerDefines>
7 <OptimizeCode>false</OptimizeCode> 7 <OptimizeCode>false</OptimizeCode>
8 <CheckUnderflowOverflow>false</CheckUnderflowOverflow> 8 <CheckUnderflowOverflow>false</CheckUnderflowOverflow>
9 <AllowUnsafe>false</AllowUnsafe> 9 <AllowUnsafe>true</AllowUnsafe>
10 <WarningLevel>4</WarningLevel> 10 <WarningLevel>4</WarningLevel>
11 <WarningsAsErrors>false</WarningsAsErrors> 11 <WarningsAsErrors>false</WarningsAsErrors>
12 <SuppressWarnings/> 12 <SuppressWarnings/>
@@ -34,7 +34,7 @@
34 34
35 <!-- Core OpenSim Projects --> 35 <!-- Core OpenSim Projects -->
36<!-- 36<!--
37 <Project frameworkVersion="v3_5" name="OpenSim.Model" path="OpenSim/Model" type="Library"> 37 <Project frameworkVersion="v4_0" name="OpenSim.Model" path="OpenSim/Model" type="Library">
38 <Configuration name="Debug"> 38 <Configuration name="Debug">
39 <Options> 39 <Options>
40 <OutputPath>../../../bin/</OutputPath> 40 <OutputPath>../../../bin/</OutputPath>
@@ -55,7 +55,7 @@
55 </Project> 55 </Project>
56--> 56-->
57 57
58 <Project frameworkVersion="v3_5" name="SmartThreadPool" path="ThirdParty/SmartThreadPool" type="Library"> 58 <Project frameworkVersion="v4_0" name="SmartThreadPool" path="ThirdParty/SmartThreadPool" type="Library">
59 <Configuration name="Debug"> 59 <Configuration name="Debug">
60 <Options> 60 <Options>
61 <OutputPath>../../bin/</OutputPath> 61 <OutputPath>../../bin/</OutputPath>
@@ -77,7 +77,7 @@
77 </Files> 77 </Files>
78 </Project> 78 </Project>
79 79
80 <Project frameworkVersion="v3_5" name="OpenSim.Framework" path="OpenSim/Framework" type="Library"> 80 <Project frameworkVersion="v4_0" name="OpenSim.Framework" path="OpenSim/Framework" type="Library">
81 <Configuration name="Debug"> 81 <Configuration name="Debug">
82 <Options> 82 <Options>
83 <OutputPath>../../bin/</OutputPath> 83 <OutputPath>../../bin/</OutputPath>
@@ -112,7 +112,7 @@
112 </Files> 112 </Files>
113 </Project> 113 </Project>
114 114
115 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library"> 115 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library">
116 <Configuration name="Debug"> 116 <Configuration name="Debug">
117 <Options> 117 <Options>
118 <OutputPath>../../../../bin/</OutputPath> 118 <OutputPath>../../../../bin/</OutputPath>
@@ -150,7 +150,7 @@
150 </Files> 150 </Files>
151 </Project> 151 </Project>
152 152
153 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Console" path="OpenSim/Framework/Console" type="Library"> 153 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Console" path="OpenSim/Framework/Console" type="Library">
154 <Configuration name="Debug"> 154 <Configuration name="Debug">
155 <Options> 155 <Options>
156 <OutputPath>../../../bin/</OutputPath> 156 <OutputPath>../../../bin/</OutputPath>
@@ -177,7 +177,7 @@
177 </Files> 177 </Files>
178 </Project> 178 </Project>
179 179
180 <Project frameworkVersion="v3_5" name="OpenSim.Services.Interfaces" path="OpenSim/Services/Interfaces" type="Library"> 180 <Project frameworkVersion="v4_0" name="OpenSim.Services.Interfaces" path="OpenSim/Services/Interfaces" type="Library">
181 <Configuration name="Debug"> 181 <Configuration name="Debug">
182 <Options> 182 <Options>
183 <OutputPath>../../../bin/</OutputPath> 183 <OutputPath>../../../bin/</OutputPath>
@@ -205,7 +205,7 @@
205 </Files> 205 </Files>
206 </Project> 206 </Project>
207 207
208 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Serialization" path="OpenSim/Framework/Serialization" type="Library"> 208 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Serialization" path="OpenSim/Framework/Serialization" type="Library">
209 <Configuration name="Debug"> 209 <Configuration name="Debug">
210 <Options> 210 <Options>
211 <OutputPath>../../../bin/</OutputPath> 211 <OutputPath>../../../bin/</OutputPath>
@@ -234,7 +234,7 @@
234 </Files> 234 </Files>
235 </Project> 235 </Project>
236 236
237 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Statistics" path="OpenSim/Framework/Statistics" type="Library"> 237 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Statistics" path="OpenSim/Framework/Statistics" type="Library">
238 <Configuration name="Debug"> 238 <Configuration name="Debug">
239 <Options> 239 <Options>
240 <OutputPath>../../../bin/</OutputPath> 240 <OutputPath>../../../bin/</OutputPath>
@@ -258,7 +258,7 @@
258 </Files> 258 </Files>
259 </Project> 259 </Project>
260 260
261 <Project frameworkVersion="v3_5" name="OpenSim.Data" path="OpenSim/Data" type="Library"> 261 <Project frameworkVersion="v4_0" name="OpenSim.Data" path="OpenSim/Data" type="Library">
262 <Configuration name="Debug"> 262 <Configuration name="Debug">
263 <Options> 263 <Options>
264 <OutputPath>../../bin/</OutputPath> 264 <OutputPath>../../bin/</OutputPath>
@@ -287,7 +287,7 @@
287 </Files> 287 </Files>
288 </Project> 288 </Project>
289 289
290 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Configuration.XML" path="OpenSim/Framework/Configuration/XML" type="Library"> 290 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Configuration.XML" path="OpenSim/Framework/Configuration/XML" type="Library">
291 <Configuration name="Debug"> 291 <Configuration name="Debug">
292 <Options> 292 <Options>
293 <OutputPath>../../../../bin/</OutputPath> 293 <OutputPath>../../../../bin/</OutputPath>
@@ -312,7 +312,7 @@
312 </Files> 312 </Files>
313 </Project> 313 </Project>
314 314
315 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Configuration.HTTP" path="OpenSim/Framework/Configuration/HTTP" type="Library"> 315 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Configuration.HTTP" path="OpenSim/Framework/Configuration/HTTP" type="Library">
316 <Configuration name="Debug"> 316 <Configuration name="Debug">
317 <Options> 317 <Options>
318 <OutputPath>../../../../bin/</OutputPath> 318 <OutputPath>../../../../bin/</OutputPath>
@@ -339,7 +339,7 @@
339 </Files> 339 </Files>
340 </Project> 340 </Project>
341 341
342 <Project frameworkVersion="v3_5" name="OpenSim.Framework.AssetLoader.Filesystem" path="OpenSim/Framework/AssetLoader/Filesystem" type="Library"> 342 <Project frameworkVersion="v4_0" name="OpenSim.Framework.AssetLoader.Filesystem" path="OpenSim/Framework/AssetLoader/Filesystem" type="Library">
343 <Configuration name="Debug"> 343 <Configuration name="Debug">
344 <Options> 344 <Options>
345 <OutputPath>../../../../bin/</OutputPath> 345 <OutputPath>../../../../bin/</OutputPath>
@@ -364,7 +364,7 @@
364 </Files> 364 </Files>
365 </Project> 365 </Project>
366 366
367 <Project frameworkVersion="v3_5" name="OpenSim.Framework.RegionLoader.Web" path="OpenSim/Framework/RegionLoader/Web" type="Library"> 367 <Project frameworkVersion="v4_0" name="OpenSim.Framework.RegionLoader.Web" path="OpenSim/Framework/RegionLoader/Web" type="Library">
368 <Configuration name="Debug"> 368 <Configuration name="Debug">
369 <Options> 369 <Options>
370 <OutputPath>../../../../bin/</OutputPath> 370 <OutputPath>../../../../bin/</OutputPath>
@@ -390,7 +390,7 @@
390 </Files> 390 </Files>
391 </Project> 391 </Project>
392 392
393 <Project frameworkVersion="v3_5" name="OpenSim.Framework.RegionLoader.Filesystem" path="OpenSim/Framework/RegionLoader/Filesystem" type="Library"> 393 <Project frameworkVersion="v4_0" name="OpenSim.Framework.RegionLoader.Filesystem" path="OpenSim/Framework/RegionLoader/Filesystem" type="Library">
394 <Configuration name="Debug"> 394 <Configuration name="Debug">
395 <Options> 395 <Options>
396 <OutputPath>../../../../bin/</OutputPath> 396 <OutputPath>../../../../bin/</OutputPath>
@@ -416,7 +416,7 @@
416 </Files> 416 </Files>
417 </Project> 417 </Project>
418 418
419 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Servers" path="OpenSim/Framework/Servers" type="Library"> 419 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers" path="OpenSim/Framework/Servers" type="Library">
420 <Configuration name="Debug"> 420 <Configuration name="Debug">
421 <Options> 421 <Options>
422 <OutputPath>../../../bin/</OutputPath> 422 <OutputPath>../../../bin/</OutputPath>
@@ -448,7 +448,7 @@
448 </Files> 448 </Files>
449 </Project> 449 </Project>
450 450
451 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.Manager" path="OpenSim/Region/Physics/Manager" type="Library"> 451 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.Manager" path="OpenSim/Region/Physics/Manager" type="Library">
452 <Configuration name="Debug"> 452 <Configuration name="Debug">
453 <Options> 453 <Options>
454 <OutputPath>../../../../bin/</OutputPath> 454 <OutputPath>../../../../bin/</OutputPath>
@@ -476,7 +476,7 @@
476 </Project> 476 </Project>
477 477
478 <!-- Physics Plug-ins --> 478 <!-- Physics Plug-ins -->
479 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BasicPhysicsPlugin" path="OpenSim/Region/Physics/BasicPhysicsPlugin" type="Library"> 479 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.BasicPhysicsPlugin" path="OpenSim/Region/Physics/BasicPhysicsPlugin" type="Library">
480 <Configuration name="Debug"> 480 <Configuration name="Debug">
481 <Options> 481 <Options>
482 <OutputPath>../../../../bin/Physics/</OutputPath> 482 <OutputPath>../../../../bin/Physics/</OutputPath>
@@ -499,7 +499,7 @@
499 </Files> 499 </Files>
500 </Project> 500 </Project>
501 501
502 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.POSPlugin" path="OpenSim/Region/Physics/POSPlugin" type="Library"> 502 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.POSPlugin" path="OpenSim/Region/Physics/POSPlugin" type="Library">
503 <Configuration name="Debug"> 503 <Configuration name="Debug">
504 <Options> 504 <Options>
505 <OutputPath>../../../../bin/Physics/</OutputPath> 505 <OutputPath>../../../../bin/Physics/</OutputPath>
@@ -522,7 +522,7 @@
522 </Files> 522 </Files>
523 </Project> 523 </Project>
524 524
525 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.OdePlugin" path="OpenSim/Region/Physics/OdePlugin" type="Library"> 525 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.OdePlugin" path="OpenSim/Region/Physics/OdePlugin" type="Library">
526 <Configuration name="Debug"> 526 <Configuration name="Debug">
527 <Options> 527 <Options>
528 <OutputPath>../../../../bin/Physics/</OutputPath> 528 <OutputPath>../../../../bin/Physics/</OutputPath>
@@ -552,7 +552,7 @@
552 </Files> 552 </Files>
553 </Project> 553 </Project>
554 554
555 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library"> 555 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library">
556 <Configuration name="Debug"> 556 <Configuration name="Debug">
557 <Options> 557 <Options>
558 <OutputPath>../../../../bin/</OutputPath> 558 <OutputPath>../../../../bin/</OutputPath>
@@ -577,7 +577,69 @@
577 </Files> 577 </Files>
578 </Project> 578 </Project>
579 579
580 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletSPlugin" path="OpenSim/Region/Physics/BulletSPlugin" type="Library"> 580 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.ChOdePlugin" path="OpenSim/Region/Physics/ChOdePlugin" type="Library">
581 <Configuration name="Debug">
582 <Options>
583 <OutputPath>../../../../bin/Physics/</OutputPath>
584 </Options>
585 </Configuration>
586 <Configuration name="Release">
587 <Options>
588 <OutputPath>../../../../bin/Physics/</OutputPath>
589 </Options>
590 </Configuration>
591
592 <ReferencePath>../../../../bin/</ReferencePath>
593 <Reference name="System"/>
594 <Reference name="System.Core"/>
595 <Reference name="OpenMetaverseTypes.dll"/>
596 <Reference name="Nini.dll" />
597 <Reference name="OpenSim.Framework"/>
598 <Reference name="OpenSim.Framework.Console"/>
599 <Reference name="OpenSim.Region.Physics.Manager"/>
600 <Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
601 <Reference name="Ode.NET.dll" />
602 <Reference name="log4net.dll"/>
603
604 <Files>
605 <Match pattern="*.cs" recurse="true">
606 <Exclude name="Tests" pattern="Tests"/>
607 </Match>
608 </Files>
609 </Project>
610
611 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.UbitOdePlugin" path="OpenSim/Region/Physics/UbitOdePlugin" type="Library">
612 <Configuration name="Debug">
613 <Options>
614 <OutputPath>../../../../bin/Physics/</OutputPath>
615 </Options>
616 </Configuration>
617 <Configuration name="Release">
618 <Options>
619 <OutputPath>../../../../bin/Physics/</OutputPath>
620 </Options>
621 </Configuration>
622
623 <ReferencePath>../../../../bin/</ReferencePath>
624 <Reference name="System"/>
625 <Reference name="System.Core"/>
626 <Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
627 <Reference name="Nini" path="../../../../bin/"/>
628
629 <Reference name="OpenSim.Framework"/>
630 <Reference name="OpenSim.Framework.Console"/>
631 <Reference name="OpenSim.Region.Physics.Manager"/>
632 <Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
633 <Reference name="log4net" path="../../../../bin/"/>
634
635 <Files>
636 <Match pattern="*.cs" recurse="true">
637 <Exclude name="Tests" pattern="Tests"/>
638 </Match>
639 </Files>
640 </Project>
641
642 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.BulletSPlugin" path="OpenSim/Region/Physics/BulletSPlugin" type="Library">
581 <Configuration name="Debug"> 643 <Configuration name="Debug">
582 <Options> 644 <Options>
583 <OutputPath>../../../../bin/Physics/</OutputPath> 645 <OutputPath>../../../../bin/Physics/</OutputPath>
@@ -610,7 +672,38 @@
610 </Files> 672 </Files>
611 </Project> 673 </Project>
612 674
613 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library"> 675 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library">
676 <Configuration name="Debug">
677 <Options>
678 <OutputPath>../../../../bin/Physics/</OutputPath>
679 </Options>
680 </Configuration>
681 <Configuration name="Release">
682 <Options>
683 <OutputPath>../../../../bin/Physics/</OutputPath>
684 </Options>
685 </Configuration>
686
687 <ReferencePath>../../../../bin/</ReferencePath>
688 <Reference name="System"/>
689 <Reference name="System.Drawing"/>
690 <Reference name="CSJ2K" path="../../../../bin/"/>
691 <Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
692 <Reference name="OpenMetaverse" path="../../../../bin/"/>
693 <Reference name="OpenMetaverse.StructuredData" path="../../../../bin/"/>
694 <Reference name="Nini" path="../../../../bin/"/>
695 <Reference name="OpenSim.Framework"/>
696 <Reference name="OpenSim.Framework.Console"/>
697 <Reference name="OpenSim.Region.Physics.Manager"/>
698 <Reference name="log4net" path="../../../../bin/"/>
699 <Reference name="zlib.net" path="../../../../bin/"/>
700
701 <Files>
702 <Match pattern="*.cs" recurse="true"/>
703 </Files>
704 </Project>
705
706 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.UbitMeshing" path="OpenSim/Region/Physics/UbitMeshing" type="Library">
614 <Configuration name="Debug"> 707 <Configuration name="Debug">
615 <Options> 708 <Options>
616 <OutputPath>../../../../bin/Physics/</OutputPath> 709 <OutputPath>../../../../bin/Physics/</OutputPath>
@@ -633,6 +726,7 @@
633 <Reference name="OpenSim.Framework"/> 726 <Reference name="OpenSim.Framework"/>
634 <Reference name="OpenSim.Framework.Console"/> 727 <Reference name="OpenSim.Framework.Console"/>
635 <Reference name="OpenSim.Region.Physics.Manager"/> 728 <Reference name="OpenSim.Region.Physics.Manager"/>
729 <Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
636 <Reference name="log4net" path="../../../../bin/"/> 730 <Reference name="log4net" path="../../../../bin/"/>
637 <Reference name="zlib.net" path="../../../../bin/"/> 731 <Reference name="zlib.net" path="../../../../bin/"/>
638 732
@@ -641,7 +735,7 @@
641 </Files> 735 </Files>
642 </Project> 736 </Project>
643 737
644 <Project frameworkVersion="v3_5" name="OpenSim.Capabilities" path="OpenSim/Capabilities" type="Library"> 738 <Project frameworkVersion="v4_0" name="OpenSim.Capabilities" path="OpenSim/Capabilities" type="Library">
645 <Configuration name="Debug"> 739 <Configuration name="Debug">
646 <Options> 740 <Options>
647 <OutputPath>../../bin/</OutputPath> 741 <OutputPath>../../bin/</OutputPath>
@@ -676,7 +770,7 @@
676 </Project> 770 </Project>
677 771
678 772
679 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Communications" path="OpenSim/Framework/Communications" type="Library"> 773 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Communications" path="OpenSim/Framework/Communications" type="Library">
680 <Configuration name="Debug"> 774 <Configuration name="Debug">
681 <Options> 775 <Options>
682 <OutputPath>../../../bin/</OutputPath> 776 <OutputPath>../../../bin/</OutputPath>
@@ -717,7 +811,7 @@
717 </Project> 811 </Project>
718 812
719 813
720 <Project frameworkVersion="v3_5" name="OpenSim.Region.Framework" path="OpenSim/Region/Framework" type="Library"> 814 <Project frameworkVersion="v4_0" name="OpenSim.Region.Framework" path="OpenSim/Region/Framework" type="Library">
721 <Configuration name="Debug"> 815 <Configuration name="Debug">
722 <Options> 816 <Options>
723 <OutputPath>../../../bin/</OutputPath> 817 <OutputPath>../../../bin/</OutputPath>
@@ -770,7 +864,7 @@
770 <!-- OGS projects --> 864 <!-- OGS projects -->
771 865
772 866
773 <Project frameworkVersion="v3_5" name="OpenSim.Server.Base" path="OpenSim/Server/Base" type="Library"> 867 <Project frameworkVersion="v4_0" name="OpenSim.Server.Base" path="OpenSim/Server/Base" type="Library">
774 <Configuration name="Debug"> 868 <Configuration name="Debug">
775 <Options> 869 <Options>
776 <OutputPath>../../../bin/</OutputPath> 870 <OutputPath>../../../bin/</OutputPath>
@@ -800,7 +894,7 @@
800 </Files> 894 </Files>
801 </Project> 895 </Project>
802 896
803 <Project frameworkVersion="v3_5" name="OpenSim.Services.Base" path="OpenSim/Services/Base" type="Library"> 897 <Project frameworkVersion="v4_0" name="OpenSim.Services.Base" path="OpenSim/Services/Base" type="Library">
804 <Configuration name="Debug"> 898 <Configuration name="Debug">
805 <Options> 899 <Options>
806 <OutputPath>../../../bin/</OutputPath> 900 <OutputPath>../../../bin/</OutputPath>
@@ -827,7 +921,7 @@
827 </Files> 921 </Files>
828 </Project> 922 </Project>
829 923
830 <Project frameworkVersion="v3_5" name="OpenSim.Services.UserAccountService" path="OpenSim/Services/UserAccountService" type="Library"> 924 <Project frameworkVersion="v4_0" name="OpenSim.Services.UserAccountService" path="OpenSim/Services/UserAccountService" type="Library">
831 <Configuration name="Debug"> 925 <Configuration name="Debug">
832 <Options> 926 <Options>
833 <OutputPath>../../../bin/</OutputPath> 927 <OutputPath>../../../bin/</OutputPath>
@@ -858,7 +952,7 @@
858 </Files> 952 </Files>
859 </Project> 953 </Project>
860 954
861 <Project frameworkVersion="v3_5" name="OpenSim.Services.FriendsService" path="OpenSim/Services/Friends" type="Library"> 955 <Project frameworkVersion="v4_0" name="OpenSim.Services.FriendsService" path="OpenSim/Services/Friends" type="Library">
862 <Configuration name="Debug"> 956 <Configuration name="Debug">
863 <Options> 957 <Options>
864 <OutputPath>../../../bin/</OutputPath> 958 <OutputPath>../../../bin/</OutputPath>
@@ -889,7 +983,7 @@
889 </Files> 983 </Files>
890 </Project> 984 </Project>
891 985
892 <Project frameworkVersion="v3_5" name="OpenSim.Services.Connectors" path="OpenSim/Services/Connectors" type="Library"> 986 <Project frameworkVersion="v4_0" name="OpenSim.Services.Connectors" path="OpenSim/Services/Connectors" type="Library">
893 <Configuration name="Debug"> 987 <Configuration name="Debug">
894 <Options> 988 <Options>
895 <OutputPath>../../../bin/</OutputPath> 989 <OutputPath>../../../bin/</OutputPath>
@@ -928,7 +1022,7 @@
928 </Files> 1022 </Files>
929 </Project> 1023 </Project>
930 1024
931 <Project frameworkVersion="v3_5" name="OpenSim.Services.AssetService" path="OpenSim/Services/AssetService" type="Library"> 1025 <Project frameworkVersion="v4_0" name="OpenSim.Services.AssetService" path="OpenSim/Services/AssetService" type="Library">
932 <Configuration name="Debug"> 1026 <Configuration name="Debug">
933 <Options> 1027 <Options>
934 <OutputPath>../../../bin/</OutputPath> 1028 <OutputPath>../../../bin/</OutputPath>
@@ -959,7 +1053,7 @@
959 </Files> 1053 </Files>
960 </Project> 1054 </Project>
961 1055
962 <Project frameworkVersion="v3_5" name="OpenSim.Services.AuthorizationService" path="OpenSim/Services/AuthorizationService" type="Library"> 1056 <Project frameworkVersion="v4_0" name="OpenSim.Services.AuthorizationService" path="OpenSim/Services/AuthorizationService" type="Library">
963 <Configuration name="Debug"> 1057 <Configuration name="Debug">
964 <Options> 1058 <Options>
965 <OutputPath>../../../bin/</OutputPath> 1059 <OutputPath>../../../bin/</OutputPath>
@@ -990,7 +1084,7 @@
990 </Files> 1084 </Files>
991 </Project> 1085 </Project>
992 1086
993 <Project frameworkVersion="v3_5" name="OpenSim.Services.FreeswitchService" path="OpenSim/Services/FreeswitchService" type="Library"> 1087 <Project frameworkVersion="v4_0" name="OpenSim.Services.FreeswitchService" path="OpenSim/Services/FreeswitchService" type="Library">
994 <Configuration name="Debug"> 1088 <Configuration name="Debug">
995 <Options> 1089 <Options>
996 <OutputPath>../../../bin/</OutputPath> 1090 <OutputPath>../../../bin/</OutputPath>
@@ -1022,7 +1116,7 @@
1022 </Files> 1116 </Files>
1023 </Project> 1117 </Project>
1024 1118
1025 <Project frameworkVersion="v3_5" name="OpenSim.Services.AuthenticationService" path="OpenSim/Services/AuthenticationService" type="Library"> 1119 <Project frameworkVersion="v4_0" name="OpenSim.Services.AuthenticationService" path="OpenSim/Services/AuthenticationService" type="Library">
1026 <Configuration name="Debug"> 1120 <Configuration name="Debug">
1027 <Options> 1121 <Options>
1028 <OutputPath>../../../bin/</OutputPath> 1122 <OutputPath>../../../bin/</OutputPath>
@@ -1044,6 +1138,7 @@
1044 <Reference name="OpenSim.Server.Base"/> 1138 <Reference name="OpenSim.Server.Base"/>
1045 <Reference name="OpenSim.Services.Interfaces"/> 1139 <Reference name="OpenSim.Services.Interfaces"/>
1046 <Reference name="OpenSim.Services.Base"/> 1140 <Reference name="OpenSim.Services.Base"/>
1141 <Reference name="OpenSim.Server.Base"/>
1047 <Reference name="OpenSim.Services.Connectors"/> 1142 <Reference name="OpenSim.Services.Connectors"/>
1048 <Reference name="OpenSim.Data"/> 1143 <Reference name="OpenSim.Data"/>
1049 <Reference name="Nini" path="../../../bin/"/> 1144 <Reference name="Nini" path="../../../bin/"/>
@@ -1054,7 +1149,7 @@
1054 </Files> 1149 </Files>
1055 </Project> 1150 </Project>
1056 1151
1057 <Project frameworkVersion="v3_5" name="OpenSim.Services.GridService" path="OpenSim/Services/GridService" type="Library"> 1152 <Project frameworkVersion="v4_0" name="OpenSim.Services.GridService" path="OpenSim/Services/GridService" type="Library">
1058 <Configuration name="Debug"> 1153 <Configuration name="Debug">
1059 <Options> 1154 <Options>
1060 <OutputPath>../../../bin/</OutputPath> 1155 <OutputPath>../../../bin/</OutputPath>
@@ -1088,7 +1183,7 @@
1088 </Files> 1183 </Files>
1089 </Project> 1184 </Project>
1090 1185
1091 <Project frameworkVersion="v3_5" name="OpenSim.Services.PresenceService" path="OpenSim/Services/PresenceService" type="Library"> 1186 <Project frameworkVersion="v4_0" name="OpenSim.Services.PresenceService" path="OpenSim/Services/PresenceService" type="Library">
1092 <Configuration name="Debug"> 1187 <Configuration name="Debug">
1093 <Options> 1188 <Options>
1094 <OutputPath>../../../bin/</OutputPath> 1189 <OutputPath>../../../bin/</OutputPath>
@@ -1119,7 +1214,7 @@
1119 </Files> 1214 </Files>
1120 </Project> 1215 </Project>
1121 1216
1122 <Project frameworkVersion="v3_5" name="OpenSim.Services.AvatarService" path="OpenSim/Services/AvatarService" type="Library"> 1217 <Project frameworkVersion="v4_0" name="OpenSim.Services.AvatarService" path="OpenSim/Services/AvatarService" type="Library">
1123 <Configuration name="Debug"> 1218 <Configuration name="Debug">
1124 <Options> 1219 <Options>
1125 <OutputPath>../../../bin/</OutputPath> 1220 <OutputPath>../../../bin/</OutputPath>
@@ -1150,7 +1245,7 @@
1150 </Files> 1245 </Files>
1151 </Project> 1246 </Project>
1152 1247
1153 <Project frameworkVersion="v3_5" name="OpenSim.Services.InventoryService" path="OpenSim/Services/InventoryService" type="Library"> 1248 <Project frameworkVersion="v4_0" name="OpenSim.Services.InventoryService" path="OpenSim/Services/InventoryService" type="Library">
1154 <Configuration name="Debug"> 1249 <Configuration name="Debug">
1155 <Options> 1250 <Options>
1156 <OutputPath>../../../bin/</OutputPath> 1251 <OutputPath>../../../bin/</OutputPath>
@@ -1183,7 +1278,7 @@
1183 </Project> 1278 </Project>
1184 1279
1185 1280
1186 <Project frameworkVersion="v3_5" name="OpenSim.Services.LLLoginService" path="OpenSim/Services/LLLoginService" type="Library"> 1281 <Project frameworkVersion="v4_0" name="OpenSim.Services.LLLoginService" path="OpenSim/Services/LLLoginService" type="Library">
1187 <Configuration name="Debug"> 1282 <Configuration name="Debug">
1188 <Options> 1283 <Options>
1189 <OutputPath>../../../bin/</OutputPath> 1284 <OutputPath>../../../bin/</OutputPath>
@@ -1216,7 +1311,7 @@
1216 </Files> 1311 </Files>
1217 </Project> 1312 </Project>
1218 1313
1219 <Project frameworkVersion="v3_5" name="OpenSim.Services.HypergridService" path="OpenSim/Services/HypergridService" type="Library"> 1314 <Project frameworkVersion="v4_0" name="OpenSim.Services.HypergridService" path="OpenSim/Services/HypergridService" type="Library">
1220 <Configuration name="Debug"> 1315 <Configuration name="Debug">
1221 <Options> 1316 <Options>
1222 <OutputPath>../../../bin/</OutputPath> 1317 <OutputPath>../../../bin/</OutputPath>
@@ -1254,7 +1349,7 @@
1254 </Files> 1349 </Files>
1255 </Project> 1350 </Project>
1256 1351
1257 <Project frameworkVersion="v3_5" name="OpenSim.Services.MapImageService" path="OpenSim/Services/MapImageService" type="Library"> 1352 <Project frameworkVersion="v4_0" name="OpenSim.Services.MapImageService" path="OpenSim/Services/MapImageService" type="Library">
1258 <Configuration name="Debug"> 1353 <Configuration name="Debug">
1259 <Options> 1354 <Options>
1260 <OutputPath>../../../bin/</OutputPath> 1355 <OutputPath>../../../bin/</OutputPath>
@@ -1284,7 +1379,7 @@
1284 </Files> 1379 </Files>
1285 </Project> 1380 </Project>
1286 1381
1287 <Project frameworkVersion="v3_5" name="OpenSim.Server.Handlers" path="OpenSim/Server/Handlers" type="Library"> 1382 <Project frameworkVersion="v4_0" name="OpenSim.Server.Handlers" path="OpenSim/Server/Handlers" type="Library">
1288 <Configuration name="Debug"> 1383 <Configuration name="Debug">
1289 <Options> 1384 <Options>
1290 <OutputPath>../../../bin/</OutputPath> 1385 <OutputPath>../../../bin/</OutputPath>
@@ -1323,7 +1418,7 @@
1323 </Project> 1418 </Project>
1324 1419
1325 1420
1326 <Project frameworkVersion="v3_5" name="OpenSim.Capabilities.Handlers" path="OpenSim/Capabilities/Handlers" type="Library"> 1421 <Project frameworkVersion="v4_0" name="OpenSim.Capabilities.Handlers" path="OpenSim/Capabilities/Handlers" type="Library">
1327 <Configuration name="Debug"> 1422 <Configuration name="Debug">
1328 <Options> 1423 <Options>
1329 <OutputPath>../../../bin/</OutputPath> 1424 <OutputPath>../../../bin/</OutputPath>
@@ -1364,7 +1459,7 @@
1364 </Project> 1459 </Project>
1365 1460
1366 1461
1367 <Project frameworkVersion="v3_5" name="Robust" path="OpenSim/Server" type="Exe"> 1462 <Project frameworkVersion="v4_0" name="Robust" path="OpenSim/Server" type="Exe">
1368 <Configuration name="Debug"> 1463 <Configuration name="Debug">
1369 <Options> 1464 <Options>
1370 <OutputPath>../../bin/</OutputPath> 1465 <OutputPath>../../bin/</OutputPath>
@@ -1397,7 +1492,7 @@
1397 </Files> 1492 </Files>
1398 </Project> 1493 </Project>
1399 1494
1400 <Project frameworkVersion="v3_5" name="OpenSim.ConsoleClient" path="OpenSim/ConsoleClient" type="Exe"> 1495 <Project frameworkVersion="v4_0" name="OpenSim.ConsoleClient" path="OpenSim/ConsoleClient" type="Exe">
1401 <Configuration name="Debug"> 1496 <Configuration name="Debug">
1402 <Options> 1497 <Options>
1403 <OutputPath>../../bin/</OutputPath> 1498 <OutputPath>../../bin/</OutputPath>
@@ -1429,7 +1524,7 @@
1429 </Files> 1524 </Files>
1430 </Project> 1525 </Project>
1431 1526
1432 <Project frameworkVersion="v3_5" name="OpenSim.Region.CoreModules" path="OpenSim/Region/CoreModules" type="Library"> 1527 <Project frameworkVersion="v4_0" name="OpenSim.Region.CoreModules" path="OpenSim/Region/CoreModules" type="Library">
1433 <Configuration name="Debug"> 1528 <Configuration name="Debug">
1434 <Options> 1529 <Options>
1435 <OutputPath>../../../bin/</OutputPath> 1530 <OutputPath>../../../bin/</OutputPath>
@@ -1495,7 +1590,7 @@
1495 </Files> 1590 </Files>
1496 </Project> 1591 </Project>
1497 1592
1498 <Project frameworkVersion="v3_5" name="OpenSim.Region.RegionCombinerModule" path="OpenSim/Region/RegionCombinerModule" type="Library"> 1593 <Project frameworkVersion="v4_0" name="OpenSim.Region.RegionCombinerModule" path="OpenSim/Region/RegionCombinerModule" type="Library">
1499 <Configuration name="Debug"> 1594 <Configuration name="Debug">
1500 <Options> 1595 <Options>
1501 <OutputPath>../../../bin/</OutputPath> 1596 <OutputPath>../../../bin/</OutputPath>
@@ -1533,7 +1628,7 @@
1533 </Files> 1628 </Files>
1534 </Project> 1629 </Project>
1535 1630
1536 <Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack" path="OpenSim/Region/ClientStack" type="Library"> 1631 <Project frameworkVersion="v4_0" name="OpenSim.Region.ClientStack" path="OpenSim/Region/ClientStack" type="Library">
1537 <Configuration name="Debug"> 1632 <Configuration name="Debug">
1538 <Options> 1633 <Options>
1539 <OutputPath>../../../bin/</OutputPath> 1634 <OutputPath>../../../bin/</OutputPath>
@@ -1568,7 +1663,7 @@
1568 </Project> 1663 </Project>
1569 1664
1570 <!-- ClientStack Plugins --> 1665 <!-- ClientStack Plugins -->
1571 <Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack.LindenUDP" path="OpenSim/Region/ClientStack/Linden/UDP" type="Library"> 1666 <Project frameworkVersion="v4_0" name="OpenSim.Region.ClientStack.LindenUDP" path="OpenSim/Region/ClientStack/Linden/UDP" type="Library">
1572 <Configuration name="Debug"> 1667 <Configuration name="Debug">
1573 <Options> 1668 <Options>
1574 <OutputPath>../../../../../bin/</OutputPath> 1669 <OutputPath>../../../../../bin/</OutputPath>
@@ -1611,7 +1706,7 @@
1611 </Files> 1706 </Files>
1612 </Project> 1707 </Project>
1613 1708
1614 <Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack.LindenCaps" path="OpenSim/Region/ClientStack/Linden/Caps" type="Library"> 1709 <Project frameworkVersion="v4_0" name="OpenSim.Region.ClientStack.LindenCaps" path="OpenSim/Region/ClientStack/Linden/Caps" type="Library">
1615 <Configuration name="Debug"> 1710 <Configuration name="Debug">
1616 <Options> 1711 <Options>
1617 <OutputPath>../../../../../bin/</OutputPath> 1712 <OutputPath>../../../../../bin/</OutputPath>
@@ -1653,7 +1748,7 @@
1653 </Files> 1748 </Files>
1654 </Project> 1749 </Project>
1655 1750
1656 <Project frameworkVersion="v3_5" name="OpenSim.Region.OptionalModules" path="OpenSim/Region/OptionalModules" type="Library"> 1751 <Project frameworkVersion="v4_0" name="OpenSim.Region.OptionalModules" path="OpenSim/Region/OptionalModules" type="Library">
1657 <Configuration name="Debug"> 1752 <Configuration name="Debug">
1658 <Options> 1753 <Options>
1659 <OutputPath>../../../bin/</OutputPath> 1754 <OutputPath>../../../bin/</OutputPath>
@@ -1710,7 +1805,7 @@
1710 </Project> 1805 </Project>
1711 1806
1712 <!-- Datastore Plugins --> 1807 <!-- Datastore Plugins -->
1713 <Project frameworkVersion="v3_5" name="OpenSim.Data.Null" path="OpenSim/Data/Null" type="Library"> 1808 <Project frameworkVersion="v4_0" name="OpenSim.Data.Null" path="OpenSim/Data/Null" type="Library">
1714 <Configuration name="Debug"> 1809 <Configuration name="Debug">
1715 <Options> 1810 <Options>
1716 <OutputPath>../../../bin/</OutputPath> 1811 <OutputPath>../../../bin/</OutputPath>
@@ -1738,7 +1833,7 @@
1738 </Project> 1833 </Project>
1739 1834
1740 <!-- OpenSim app --> 1835 <!-- OpenSim app -->
1741 <Project frameworkVersion="v3_5" name="OpenSim" path="OpenSim/Region/Application" type="Exe"> 1836 <Project frameworkVersion="v4_0" name="OpenSim" path="OpenSim/Region/Application" type="Exe">
1742 <Configuration name="Debug"> 1837 <Configuration name="Debug">
1743 <Options> 1838 <Options>
1744 <OutputPath>../../../bin/</OutputPath> 1839 <OutputPath>../../../bin/</OutputPath>
@@ -1782,7 +1877,7 @@
1782 </Files> 1877 </Files>
1783 </Project> 1878 </Project>
1784 1879
1785 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.LoadRegions" path="OpenSim/ApplicationPlugins/LoadRegions" type="Library"> 1880 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.LoadRegions" path="OpenSim/ApplicationPlugins/LoadRegions" type="Library">
1786 <Configuration name="Debug"> 1881 <Configuration name="Debug">
1787 <Options> 1882 <Options>
1788 <OutputPath>../../../bin/</OutputPath> 1883 <OutputPath>../../../bin/</OutputPath>
@@ -1817,7 +1912,7 @@
1817 </Files> 1912 </Files>
1818 </Project> 1913 </Project>
1819 1914
1820 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.RegionModulesController" path="OpenSim/ApplicationPlugins/RegionModulesController" type="Library"> 1915 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.RegionModulesController" path="OpenSim/ApplicationPlugins/RegionModulesController" type="Library">
1821 <Configuration name="Debug"> 1916 <Configuration name="Debug">
1822 <Options> 1917 <Options>
1823 <OutputPath>../../../bin/</OutputPath> 1918 <OutputPath>../../../bin/</OutputPath>
@@ -1847,7 +1942,7 @@
1847 </Files> 1942 </Files>
1848 </Project> 1943 </Project>
1849 1944
1850 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.RemoteController" path="OpenSim/ApplicationPlugins/RemoteController" type="Library"> 1945 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.RemoteController" path="OpenSim/ApplicationPlugins/RemoteController" type="Library">
1851 <Configuration name="Debug"> 1946 <Configuration name="Debug">
1852 <Options> 1947 <Options>
1853 <OutputPath>../../../bin/</OutputPath> 1948 <OutputPath>../../../bin/</OutputPath>
@@ -1888,7 +1983,7 @@
1888 </Project> 1983 </Project>
1889 1984
1890 <!-- REST plugins --> 1985 <!-- REST plugins -->
1891 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.Rest" path="OpenSim/ApplicationPlugins/Rest" type="Library"> 1986 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.Rest" path="OpenSim/ApplicationPlugins/Rest" type="Library">
1892 <Configuration name="Debug"> 1987 <Configuration name="Debug">
1893 <Options> 1988 <Options>
1894 <OutputPath>../../../bin/</OutputPath> 1989 <OutputPath>../../../bin/</OutputPath>
@@ -1923,7 +2018,7 @@
1923 </Files> 2018 </Files>
1924 </Project> 2019 </Project>
1925 2020
1926 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.Rest.Regions" path="OpenSim/ApplicationPlugins/Rest/Regions" type="Library"> 2021 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.Rest.Regions" path="OpenSim/ApplicationPlugins/Rest/Regions" type="Library">
1927 <Configuration name="Debug"> 2022 <Configuration name="Debug">
1928 <Options> 2023 <Options>
1929 <OutputPath>../../../../bin/</OutputPath> 2024 <OutputPath>../../../../bin/</OutputPath>
@@ -1960,7 +2055,7 @@
1960 </Files> 2055 </Files>
1961 </Project> 2056 </Project>
1962 2057
1963 <Project frameworkVersion="v3_5" name="OpenSim.ApplicationPlugins.Rest.Inventory" path="OpenSim/ApplicationPlugins/Rest/Inventory" type="Library"> 2058 <Project frameworkVersion="v4_0" name="OpenSim.ApplicationPlugins.Rest.Inventory" path="OpenSim/ApplicationPlugins/Rest/Inventory" type="Library">
1964 <Configuration name="Debug"> 2059 <Configuration name="Debug">
1965 <Options> 2060 <Options>
1966 <OutputPath>../../../../bin/</OutputPath> 2061 <OutputPath>../../../../bin/</OutputPath>
@@ -2004,7 +2099,7 @@
2004 2099
2005 <!-- Scene Server API Example Apps --> 2100 <!-- Scene Server API Example Apps -->
2006 2101
2007 <Project frameworkVersion="v3_5" name="OpenSim.Region.DataSnapshot" path="OpenSim/Region/DataSnapshot" type="Library"> 2102 <Project frameworkVersion="v4_0" name="OpenSim.Region.DataSnapshot" path="OpenSim/Region/DataSnapshot" type="Library">
2008 <Configuration name="Debug"> 2103 <Configuration name="Debug">
2009 <Options> 2104 <Options>
2010 <OutputPath>../../../bin/</OutputPath> 2105 <OutputPath>../../../bin/</OutputPath>
@@ -2041,7 +2136,7 @@
2041 </Project> 2136 </Project>
2042 2137
2043 <!-- Data Base Modules --> 2138 <!-- Data Base Modules -->
2044 <Project frameworkVersion="v3_5" name="OpenSim.Data.MySQL" path="OpenSim/Data/MySQL" type="Library"> 2139 <Project frameworkVersion="v4_0" name="OpenSim.Data.MySQL" path="OpenSim/Data/MySQL" type="Library">
2045 <Configuration name="Debug"> 2140 <Configuration name="Debug">
2046 <Options> 2141 <Options>
2047 <OutputPath>../../../bin/</OutputPath> 2142 <OutputPath>../../../bin/</OutputPath>
@@ -2079,7 +2174,7 @@
2079 </Files> 2174 </Files>
2080 </Project> 2175 </Project>
2081 2176
2082 <Project frameworkVersion="v3_5" name="OpenSim.Data.MSSQL" path="OpenSim/Data/MSSQL" type="Library"> 2177 <Project frameworkVersion="v4_0" name="OpenSim.Data.MSSQL" path="OpenSim/Data/MSSQL" type="Library">
2083 <Configuration name="Debug"> 2178 <Configuration name="Debug">
2084 <Options> 2179 <Options>
2085 <OutputPath>../../../bin/</OutputPath> 2180 <OutputPath>../../../bin/</OutputPath>
@@ -2113,7 +2208,7 @@
2113 </Files> 2208 </Files>
2114 </Project> 2209 </Project>
2115 2210
2116 <Project frameworkVersion="v3_5" name="OpenSim.Data.SQLite" path="OpenSim/Data/SQLite" type="Library"> 2211 <Project frameworkVersion="v4_0" name="OpenSim.Data.SQLite" path="OpenSim/Data/SQLite" type="Library">
2117 <Configuration name="Debug"> 2212 <Configuration name="Debug">
2118 <Options> 2213 <Options>
2119 <OutputPath>../../../bin/</OutputPath> 2214 <OutputPath>../../../bin/</OutputPath>
@@ -2154,7 +2249,7 @@
2154 </Project> 2249 </Project>
2155 2250
2156 2251
2157 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared" path="OpenSim/Region/ScriptEngine/Shared" type="Library"> 2252 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared" path="OpenSim/Region/ScriptEngine/Shared" type="Library">
2158 <Configuration name="Debug"> 2253 <Configuration name="Debug">
2159 <Options> 2254 <Options>
2160 <OutputPath>../../../../bin/</OutputPath> 2255 <OutputPath>../../../../bin/</OutputPath>
@@ -2192,7 +2287,7 @@
2192 </Files> 2287 </Files>
2193 </Project> 2288 </Project>
2194 2289
2195 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime" path="OpenSim/Region/ScriptEngine/Shared/Api/Runtime" type="Library"> 2290 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime" path="OpenSim/Region/ScriptEngine/Shared/Api/Runtime" type="Library">
2196 <Configuration name="Debug"> 2291 <Configuration name="Debug">
2197 <Options> 2292 <Options>
2198 <OutputPath>../../../../../../bin/</OutputPath> 2293 <OutputPath>../../../../../../bin/</OutputPath>
@@ -2225,7 +2320,7 @@
2225 </Files> 2320 </Files>
2226 </Project> 2321 </Project>
2227 2322
2228 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared.YieldProlog" path="OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/" type="Library"> 2323 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared.YieldProlog" path="OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/" type="Library">
2229 <Configuration name="Debug"> 2324 <Configuration name="Debug">
2230 <Options> 2325 <Options>
2231 <OutputPath>../../../../../../../bin/</OutputPath> 2326 <OutputPath>../../../../../../../bin/</OutputPath>
@@ -2257,7 +2352,7 @@
2257 </Files> 2352 </Files>
2258 </Project> 2353 </Project>
2259 2354
2260 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared.Api" path="OpenSim/Region/ScriptEngine/Shared/Api/Implementation" type="Library"> 2355 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared.Api" path="OpenSim/Region/ScriptEngine/Shared/Api/Implementation" type="Library">
2261 <Configuration name="Debug"> 2356 <Configuration name="Debug">
2262 <Options> 2357 <Options>
2263 <OutputPath>../../../../../../bin/</OutputPath> 2358 <OutputPath>../../../../../../bin/</OutputPath>
@@ -2271,6 +2366,7 @@
2271 2366
2272 <ReferencePath>../../../../../../bin/</ReferencePath> 2367 <ReferencePath>../../../../../../bin/</ReferencePath>
2273 <Reference name="System"/> 2368 <Reference name="System"/>
2369 <Reference name="System.Core"/>
2274 <Reference name="System.Data"/> 2370 <Reference name="System.Data"/>
2275 <Reference name="System.Web"/> 2371 <Reference name="System.Web"/>
2276 <Reference name="System.Xml"/> 2372 <Reference name="System.Xml"/>
@@ -2295,7 +2391,7 @@
2295 </Files> 2391 </Files>
2296 </Project> 2392 </Project>
2297 2393
2298 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared.CodeTools" path="OpenSim/Region/ScriptEngine/Shared/CodeTools" type="Library"> 2394 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared.CodeTools" path="OpenSim/Region/ScriptEngine/Shared/CodeTools" type="Library">
2299 <Configuration name="Debug"> 2395 <Configuration name="Debug">
2300 <Options> 2396 <Options>
2301 <OutputPath>../../../../../bin/</OutputPath> 2397 <OutputPath>../../../../../bin/</OutputPath>
@@ -2326,7 +2422,7 @@
2326 </Files> 2422 </Files>
2327 </Project> 2423 </Project>
2328 2424
2329 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Shared.Instance" path="OpenSim/Region/ScriptEngine/Shared/Instance" type="Library"> 2425 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Shared.Instance" path="OpenSim/Region/ScriptEngine/Shared/Instance" type="Library">
2330 <Configuration name="Debug"> 2426 <Configuration name="Debug">
2331 <Options> 2427 <Options>
2332 <OutputPath>../../../../../bin/</OutputPath> 2428 <OutputPath>../../../../../bin/</OutputPath>
@@ -2364,7 +2460,7 @@
2364 </Files> 2460 </Files>
2365 </Project> 2461 </Project>
2366 2462
2367 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.XEngine" path="OpenSim/Region/ScriptEngine/XEngine" type="Library"> 2463 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.XEngine" path="OpenSim/Region/ScriptEngine/XEngine" type="Library">
2368 <Configuration name="Debug"> 2464 <Configuration name="Debug">
2369 <Options> 2465 <Options>
2370 <OutputPath>../../../../bin/</OutputPath> 2466 <OutputPath>../../../../bin/</OutputPath>
@@ -2407,7 +2503,7 @@
2407 </Project> 2503 </Project>
2408 2504
2409 2505
2410 <Project frameworkVersion="v3_5" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library"> 2506 <Project frameworkVersion="v4_0" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library">
2411 <Configuration name="Debug"> 2507 <Configuration name="Debug">
2412 <Options> 2508 <Options>
2413 <OutputPath>../../../bin/</OutputPath> 2509 <OutputPath>../../../bin/</OutputPath>
@@ -2458,7 +2554,7 @@
2458 2554
2459 <!-- Tools --> 2555 <!-- Tools -->
2460 2556
2461 <Project frameworkVersion="v3_5" name="pCampBot" path="OpenSim/Tools/pCampBot" type="Exe"> 2557 <Project frameworkVersion="v4_0" name="pCampBot" path="OpenSim/Tools/pCampBot" type="Exe">
2462 <Configuration name="Debug"> 2558 <Configuration name="Debug">
2463 <Options> 2559 <Options>
2464 <OutputPath>../../../bin/</OutputPath> 2560 <OutputPath>../../../bin/</OutputPath>
@@ -2485,7 +2581,7 @@
2485 </Files> 2581 </Files>
2486 </Project> 2582 </Project>
2487 2583
2488 <Project frameworkVersion="v3_5" name="OpenSim.Tools.lslc" path="OpenSim/Tools/Compiler" type="Exe"> 2584 <Project frameworkVersion="v4_0" name="OpenSim.Tools.lslc" path="OpenSim/Tools/Compiler" type="Exe">
2489 <Configuration name="Debug"> 2585 <Configuration name="Debug">
2490 <Options> 2586 <Options>
2491 <OutputPath>../../../bin/</OutputPath> 2587 <OutputPath>../../../bin/</OutputPath>
@@ -2512,7 +2608,7 @@
2512 </Files> 2608 </Files>
2513 </Project> 2609 </Project>
2514 2610
2515 <Project frameworkVersion="v3_5" name="OpenSim.Tools.Configger" path="OpenSim/Tools/Configger" type="Exe"> 2611 <Project frameworkVersion="v4_0" name="OpenSim.Tools.Configger" path="OpenSim/Tools/Configger" type="Exe">
2516 <Configuration name="Debug"> 2612 <Configuration name="Debug">
2517 <Options> 2613 <Options>
2518 <OutputPath>../../../bin/</OutputPath> 2614 <OutputPath>../../../bin/</OutputPath>
@@ -2536,7 +2632,7 @@
2536 </Project> 2632 </Project>
2537 2633
2538 <!-- Test Clients --> 2634 <!-- Test Clients -->
2539 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Clients.GridClient" path="OpenSim/Tests/Clients/Grid" type="Exe"> 2635 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Clients.GridClient" path="OpenSim/Tests/Clients/Grid" type="Exe">
2540 <Configuration name="Debug"> 2636 <Configuration name="Debug">
2541 <Options> 2637 <Options>
2542 <OutputPath>../../../../bin/</OutputPath> 2638 <OutputPath>../../../../bin/</OutputPath>
@@ -2563,7 +2659,7 @@
2563 </Files> 2659 </Files>
2564 </Project> 2660 </Project>
2565 2661
2566 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Clients.PresenceClient" path="OpenSim/Tests/Clients/Presence" type="Exe"> 2662 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Clients.PresenceClient" path="OpenSim/Tests/Clients/Presence" type="Exe">
2567 <Configuration name="Debug"> 2663 <Configuration name="Debug">
2568 <Options> 2664 <Options>
2569 <OutputPath>../../../../bin/</OutputPath> 2665 <OutputPath>../../../../bin/</OutputPath>
@@ -2590,7 +2686,7 @@
2590 </Files> 2686 </Files>
2591 </Project> 2687 </Project>
2592 2688
2593 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Clients.UserAccountClient" path="OpenSim/Tests/Clients/UserAccounts" type="Exe"> 2689 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Clients.UserAccountClient" path="OpenSim/Tests/Clients/UserAccounts" type="Exe">
2594 <Configuration name="Debug"> 2690 <Configuration name="Debug">
2595 <Options> 2691 <Options>
2596 <OutputPath>../../../../bin/</OutputPath> 2692 <OutputPath>../../../../bin/</OutputPath>
@@ -2617,7 +2713,7 @@
2617 </Files> 2713 </Files>
2618 </Project> 2714 </Project>
2619 2715
2620 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Clients.InstantantMessage" path="OpenSim/Tests/Clients/InstantMessage" type="Exe"> 2716 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Clients.InstantantMessage" path="OpenSim/Tests/Clients/InstantMessage" type="Exe">
2621 <Configuration name="Debug"> 2717 <Configuration name="Debug">
2622 <Options> 2718 <Options>
2623 <OutputPath>../../../../bin/</OutputPath> 2719 <OutputPath>../../../../bin/</OutputPath>
@@ -2645,7 +2741,7 @@
2645 </Project> 2741 </Project>
2646 2742
2647 <!-- Test assemblies --> 2743 <!-- Test assemblies -->
2648 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Common" path="OpenSim/Tests/Common" type="Library"> 2744 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Common" path="OpenSim/Tests/Common" type="Library">
2649 <Configuration name="Debug"> 2745 <Configuration name="Debug">
2650 <Options> 2746 <Options>
2651 <OutputPath>../../../bin/</OutputPath> 2747 <OutputPath>../../../bin/</OutputPath>
@@ -2689,7 +2785,7 @@
2689 </Files> 2785 </Files>
2690 </Project> 2786 </Project>
2691 2787
2692 <Project frameworkVersion="v3_5" name="OpenSim.Tests" path="OpenSim/Tests" type="Library"> 2788 <Project frameworkVersion="v4_0" name="OpenSim.Tests" path="OpenSim/Tests" type="Library">
2693 <Configuration name="Debug"> 2789 <Configuration name="Debug">
2694 <Options> 2790 <Options>
2695 <OutputPath>../../bin/</OutputPath> 2791 <OutputPath>../../bin/</OutputPath>
@@ -2712,7 +2808,7 @@
2712 </Project> 2808 </Project>
2713 2809
2714 2810
2715 <Project frameworkVersion="v3_5" name="OpenSim.Capabilities.Handlers.Tests" path="OpenSim/Capabilities/Handlers" type="Library"> 2811 <Project frameworkVersion="v4_0" name="OpenSim.Capabilities.Handlers.Tests" path="OpenSim/Capabilities/Handlers" type="Library">
2716 <Configuration name="Debug"> 2812 <Configuration name="Debug">
2717 <Options> 2813 <Options>
2718 <OutputPath>../../../bin/</OutputPath> 2814 <OutputPath>../../../bin/</OutputPath>
@@ -2762,7 +2858,7 @@
2762 </Project> 2858 </Project>
2763 2859
2764 2860
2765 <Project frameworkVersion="v3_5" name="OpenSim.Data.Tests" path="OpenSim/Data/Tests" type="Library"> 2861 <Project frameworkVersion="v4_0" name="OpenSim.Data.Tests" path="OpenSim/Data/Tests" type="Library">
2766 <Configuration name="Debug"> 2862 <Configuration name="Debug">
2767 <Options> 2863 <Options>
2768 <OutputPath>../../../bin/</OutputPath> 2864 <OutputPath>../../../bin/</OutputPath>
@@ -2804,7 +2900,7 @@
2804 </Files> 2900 </Files>
2805 </Project> 2901 </Project>
2806 2902
2807 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Tests" path="OpenSim/Framework/Tests" type="Library"> 2903 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Tests" path="OpenSim/Framework/Tests" type="Library">
2808 <Configuration name="Debug"> 2904 <Configuration name="Debug">
2809 <Options> 2905 <Options>
2810 <OutputPath>../../../bin/</OutputPath> 2906 <OutputPath>../../../bin/</OutputPath>
@@ -2835,7 +2931,7 @@
2835 </Files> 2931 </Files>
2836 </Project> 2932 </Project>
2837 2933
2838 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Serialization.Tests" path="OpenSim/Framework/Serialization/Tests" type="Library"> 2934 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Serialization.Tests" path="OpenSim/Framework/Serialization/Tests" type="Library">
2839 <Configuration name="Debug"> 2935 <Configuration name="Debug">
2840 <Options> 2936 <Options>
2841 <OutputPath>../../../../bin/</OutputPath> 2937 <OutputPath>../../../../bin/</OutputPath>
@@ -2866,7 +2962,7 @@
2866 </Files> 2962 </Files>
2867 </Project> 2963 </Project>
2868 2964
2869 <Project frameworkVersion="v3_5" name="OpenSim.Framework.Servers.Tests" path="OpenSim/Framework/Servers/Tests" type="Library"> 2965 <Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers.Tests" path="OpenSim/Framework/Servers/Tests" type="Library">
2870 <Configuration name="Debug"> 2966 <Configuration name="Debug">
2871 <Options> 2967 <Options>
2872 <OutputPath>../../../../bin/</OutputPath> 2968 <OutputPath>../../../../bin/</OutputPath>
@@ -2896,7 +2992,7 @@
2896 </Files> 2992 </Files>
2897 </Project> 2993 </Project>
2898 2994
2899 <Project frameworkVersion="v3_5" name="OpenSim.Region.CoreModules.Tests" path="OpenSim/Region/CoreModules" type="Library"> 2995 <Project frameworkVersion="v4_0" name="OpenSim.Region.CoreModules.Tests" path="OpenSim/Region/CoreModules" type="Library">
2900 <Configuration name="Debug"> 2996 <Configuration name="Debug">
2901 <Options> 2997 <Options>
2902 <OutputPath>../../../bin/</OutputPath> 2998 <OutputPath>../../../bin/</OutputPath>
@@ -2967,7 +3063,7 @@
2967 </Files> 3063 </Files>
2968 </Project> 3064 </Project>
2969 3065
2970 <Project frameworkVersion="v3_5" name="OpenSim.Region.OptionalModules.Tests" path="OpenSim/Region/OptionalModules" type="Library"> 3066 <Project frameworkVersion="v4_0" name="OpenSim.Region.OptionalModules.Tests" path="OpenSim/Region/OptionalModules" type="Library">
2971 <Configuration name="Debug"> 3067 <Configuration name="Debug">
2972 <Options> 3068 <Options>
2973 <OutputPath>../../../bin/</OutputPath> 3069 <OutputPath>../../../bin/</OutputPath>
@@ -3026,7 +3122,7 @@
3026 </Files> 3122 </Files>
3027 </Project> 3123 </Project>
3028 3124
3029 <Project frameworkVersion="v3_5" name="OpenSim.Region.Framework.Tests" path="OpenSim/Region/Framework" type="Library"> 3125 <Project frameworkVersion="v4_0" name="OpenSim.Region.Framework.Tests" path="OpenSim/Region/Framework" type="Library">
3030 <Configuration name="Debug"> 3126 <Configuration name="Debug">
3031 <Options> 3127 <Options>
3032 <OutputPath>../../../bin/</OutputPath> 3128 <OutputPath>../../../bin/</OutputPath>
@@ -3084,7 +3180,7 @@
3084 </Files> 3180 </Files>
3085 </Project> 3181 </Project>
3086 3182
3087 <Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack.LindenCaps.Tests" path="OpenSim/Region/ClientStack/Linden/Caps" type="Library"> 3183 <Project frameworkVersion="v4_0" name="OpenSim.Region.ClientStack.LindenCaps.Tests" path="OpenSim/Region/ClientStack/Linden/Caps" type="Library">
3088 <Configuration name="Debug"> 3184 <Configuration name="Debug">
3089 <Options> 3185 <Options>
3090 <OutputPath>../../../../../bin/</OutputPath> 3186 <OutputPath>../../../../../bin/</OutputPath>
@@ -3121,7 +3217,7 @@
3121 </Files> 3217 </Files>
3122 </Project> 3218 </Project>
3123 3219
3124 <Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack.LindenUDP.Tests" path="OpenSim/Region/ClientStack/Linden/UDP/Tests" type="Library"> 3220 <Project frameworkVersion="v4_0" name="OpenSim.Region.ClientStack.LindenUDP.Tests" path="OpenSim/Region/ClientStack/Linden/UDP/Tests" type="Library">
3125 <Configuration name="Debug"> 3221 <Configuration name="Debug">
3126 <Options> 3222 <Options>
3127 <OutputPath>../../../../../../bin/</OutputPath> 3223 <OutputPath>../../../../../../bin/</OutputPath>
@@ -3157,7 +3253,7 @@
3157 </Files> 3253 </Files>
3158 </Project> 3254 </Project>
3159 3255
3160 <Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Tests" path="OpenSim/Region/ScriptEngine" type="Library"> 3256 <Project frameworkVersion="v4_0" name="OpenSim.Region.ScriptEngine.Tests" path="OpenSim/Region/ScriptEngine" type="Library">
3161 <Configuration name="Debug"> 3257 <Configuration name="Debug">
3162 <Options> 3258 <Options>
3163 <OutputPath>../../../bin/</OutputPath> 3259 <OutputPath>../../../bin/</OutputPath>
@@ -3211,7 +3307,7 @@
3211 TODO: this is kind of lame, we basically build a duplicate 3307 TODO: this is kind of lame, we basically build a duplicate
3212 assembly but with tests added in, just because we can't resolve cross-bin-dir-refs. 3308 assembly but with tests added in, just because we can't resolve cross-bin-dir-refs.
3213 --> 3309 -->
3214 <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.OdePlugin.Tests" path="OpenSim/Region/Physics/OdePlugin/Tests" type="Library"> 3310 <Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.OdePlugin.Tests" path="OpenSim/Region/Physics/OdePlugin/Tests" type="Library">
3215 <Configuration name="Debug"> 3311 <Configuration name="Debug">
3216 <Options> 3312 <Options>
3217 <OutputPath>../../../../../bin/</OutputPath> 3313 <OutputPath>../../../../../bin/</OutputPath>
@@ -3241,7 +3337,7 @@
3241 </Files> 3337 </Files>
3242 </Project> 3338 </Project>
3243 3339
3244 <Project frameworkVersion="v3_5" name="OpenSim.Tests.Torture" path="OpenSim/Tests/Torture" type="Library"> 3340 <Project frameworkVersion="v4_0" name="OpenSim.Tests.Torture" path="OpenSim/Tests/Torture" type="Library">
3245 <Configuration name="Debug"> 3341 <Configuration name="Debug">
3246 <Options> 3342 <Options>
3247 <OutputPath>../../../bin/</OutputPath> 3343 <OutputPath>../../../bin/</OutputPath>
diff --git a/runprebuild.bat b/runprebuild.bat
index 8927e9a..9265391 100755
--- a/runprebuild.bat
+++ b/runprebuild.bat
@@ -1,4 +1,4 @@
1bin\Prebuild.exe /target nant 1bin\Prebuild.exe /target nant
2bin\Prebuild.exe /target vs2008 2bin\Prebuild.exe /target vs2008
3echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild opensim.sln > compile.bat 3echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild OpenSim.sln > compile.bat
4 4