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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs146
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs202
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1150
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs354
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainCompressor.cs942
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs94
11 files changed, 2245 insertions, 682 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9cc5cde..b86f349 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -46,8 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public partial class Scene 47 public partial class Scene
48 { 48 {
49 private static readonly ILog m_log 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 50 private static readonly string LogHeader = "[SCENE INVENTORY]";
51 51
52 /// <summary> 52 /// <summary>
53 /// Allows asynchronous derezzing of objects from the scene into a client's inventory. 53 /// Allows asynchronous derezzing of objects from the scene into a client's inventory.
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 59c5b09..2f666c0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1033,7 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
1033 1033
1034 BordersLocked = true; 1034 BordersLocked = true;
1035 Border northBorder = new Border(); 1035 Border northBorder = new Border();
1036 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 1036 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1037 northBorder.CrossDirection = Cardinals.N; 1037 northBorder.CrossDirection = Cardinals.N;
1038 NorthBorders.Add(northBorder); 1038 NorthBorders.Add(northBorder);
1039 1039
@@ -1043,7 +1043,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 SouthBorders.Add(southBorder); 1043 SouthBorders.Add(southBorder);
1044 1044
1045 Border eastBorder = new Border(); 1045 Border eastBorder = new Border();
1046 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 1046 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1047 eastBorder.CrossDirection = Cardinals.E; 1047 eastBorder.CrossDirection = Cardinals.E;
1048 EastBorders.Add(eastBorder); 1048 EastBorders.Add(eastBorder);
1049 1049
@@ -1099,8 +1099,9 @@ namespace OpenSim.Region.Framework.Scenes
1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns> 1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
1100 public override void OtherRegionUp(GridRegion otherRegion) 1100 public override void OtherRegionUp(GridRegion otherRegion)
1101 { 1101 {
1102 uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize); 1102 uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX);
1103 uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize); 1103 uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY);
1104
1104 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", 1105 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
1105 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); 1106 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
1106 1107
@@ -1172,46 +1173,6 @@ namespace OpenSim.Region.Framework.Scenes
1172 return found; 1173 return found;
1173 } 1174 }
1174 1175
1175 /// <summary>
1176 /// Checks whether this region has a neighbour in the given direction.
1177 /// </summary>
1178 /// <param name="car"></param>
1179 /// <param name="fix"></param>
1180 /// <returns>
1181 /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
1182 /// Returns a positive integer if there is a region in that direction, a negative integer if not.
1183 /// </returns>
1184 public int HaveNeighbor(Cardinals car, ref int[] fix)
1185 {
1186 uint neighbourx = RegionInfo.RegionLocX;
1187 uint neighboury = RegionInfo.RegionLocY;
1188
1189 int dir = (int)car;
1190
1191 if (dir > 1 && dir < 5) //Heading East
1192 neighbourx++;
1193 else if (dir > 5) // Heading West
1194 neighbourx--;
1195
1196 if (dir < 3 || dir == 8) // Heading North
1197 neighboury++;
1198 else if (dir > 3 && dir < 7) // Heading Sout
1199 neighboury--;
1200
1201 int x = (int)(neighbourx * Constants.RegionSize);
1202 int y = (int)(neighboury * Constants.RegionSize);
1203 GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y);
1204
1205 if (neighbourRegion == null)
1206 {
1207 fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
1208 fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
1209 return dir * (-1);
1210 }
1211 else
1212 return dir;
1213 }
1214
1215 // Alias IncomingHelloNeighbour OtherRegionUp, for now 1176 // Alias IncomingHelloNeighbour OtherRegionUp, for now
1216 public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) 1177 public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
1217 { 1178 {
@@ -1894,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1894 { 1855 {
1895 try 1856 try
1896 { 1857 {
1897 double[,] map = SimulationDataService.LoadTerrain(RegionInfo.RegionID); 1858 TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
1898 if (map == null) 1859 if (map == null)
1899 { 1860 {
1900 // This should be in the Terrain module, but it isn't because 1861 // This should be in the Terrain module, but it isn't because
@@ -1905,7 +1866,7 @@ namespace OpenSim.Region.Framework.Scenes
1905 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); 1866 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
1906 1867
1907 m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain); 1868 m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
1908 Heightmap = new TerrainChannel(m_InitialTerrain); 1869 Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
1909 1870
1910 SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1871 SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1911 } 1872 }
@@ -1953,6 +1914,11 @@ namespace OpenSim.Region.Framework.Scenes
1953 1914
1954 GridRegion region = new GridRegion(RegionInfo); 1915 GridRegion region = new GridRegion(RegionInfo);
1955 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 1916 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
1917 m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>",
1918 LogHeader, m_regionName,
1919 RegionInfo.RegionID,
1920 RegionInfo.RegionLocX, RegionInfo.RegionLocY,
1921 RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
1956 if (error != String.Empty) 1922 if (error != String.Empty)
1957 throw new Exception(error); 1923 throw new Exception(error);
1958 } 1924 }
@@ -2478,6 +2444,23 @@ namespace OpenSim.Region.Framework.Scenes
2478 EntityTransferModule.Cross(grp, attemptedPosition, silent); 2444 EntityTransferModule.Cross(grp, attemptedPosition, silent);
2479 } 2445 }
2480 2446
2447 // Simple test to see if a position is in the current region.
2448 // Resuming the position is relative to the region so anything outside its bounds.
2449 // Return 'true' if position inside region.
2450 public bool PositionIsInCurrentRegion(Vector3 pos)
2451 {
2452 bool ret = true;
2453 int xx = (int)Math.Floor(pos.X);
2454 int yy = (int)Math.Floor(pos.Y);
2455 if (xx < 0
2456 || xx >= RegionInfo.RegionSizeX
2457 || yy < 0
2458 || yy >= RegionInfo.RegionSizeY)
2459 ret = false;
2460 return ret;
2461
2462 }
2463
2481 public Border GetCrossedBorder(Vector3 position, Cardinals gridline) 2464 public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
2482 { 2465 {
2483 if (BordersLocked) 2466 if (BordersLocked)
@@ -3895,6 +3878,7 @@ namespace OpenSim.Region.Framework.Scenes
3895 { 3878 {
3896 Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E); 3879 Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E);
3897 acd.startpos.X = crossedBorder.BorderLine.Z - 1; 3880 acd.startpos.X = crossedBorder.BorderLine.Z - 1;
3881 m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos);
3898 } 3882 }
3899 3883
3900 if (TestBorderCross(acd.startpos, Cardinals.N)) 3884 if (TestBorderCross(acd.startpos, Cardinals.N))
@@ -4014,12 +3998,12 @@ namespace OpenSim.Region.Framework.Scenes
4014 { 3998 {
4015 if (posX < 0) 3999 if (posX < 0)
4016 posX = 0; 4000 posX = 0;
4017 else if (posX >= 256) 4001 else if (posX >= (float)RegionInfo.RegionSizeX)
4018 posX = 255.999f; 4002 posX = (float)RegionInfo.RegionSizeX - 0.001f;
4019 if (posY < 0) 4003 if (posY < 0)
4020 posY = 0; 4004 posY = 0;
4021 else if (posY >= 256) 4005 else if (posY >= (float)RegionInfo.RegionSizeY)
4022 posY = 255.999f; 4006 posY = (float)RegionInfo.RegionSizeY - 0.001f;
4023 4007
4024 reason = String.Empty; 4008 reason = String.Empty;
4025 if (Permissions.IsGod(agentID)) 4009 if (Permissions.IsGod(agentID))
@@ -4313,7 +4297,7 @@ namespace OpenSim.Region.Framework.Scenes
4313 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4297 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4314 4298
4315 // TODO: This check should probably be in QueryAccess(). 4299 // TODO: This check should probably be in QueryAccess().
4316 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4300 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
4317 if (nearestParcel == null) 4301 if (nearestParcel == null)
4318 { 4302 {
4319 m_log.InfoFormat( 4303 m_log.InfoFormat(
@@ -4608,44 +4592,6 @@ namespace OpenSim.Region.Framework.Scenes
4608 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4592 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4609 if (sp != null) 4593 if (sp != null)
4610 { 4594 {
4611 uint regionX = RegionInfo.RegionLocX;
4612 uint regionY = RegionInfo.RegionLocY;
4613
4614 Utils.LongToUInts(regionHandle, out regionX, out regionY);
4615
4616 int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
4617 int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
4618
4619 position.X += shiftx;
4620 position.Y += shifty;
4621
4622 bool result = false;
4623
4624 if (TestBorderCross(position,Cardinals.N))
4625 result = true;
4626
4627 if (TestBorderCross(position, Cardinals.S))
4628 result = true;
4629
4630 if (TestBorderCross(position, Cardinals.E))
4631 result = true;
4632
4633 if (TestBorderCross(position, Cardinals.W))
4634 result = true;
4635
4636 // bordercross if position is outside of region
4637
4638 if (!result)
4639 {
4640 regionHandle = RegionInfo.RegionHandle;
4641 }
4642 else
4643 {
4644 // not in this region, undo the shift!
4645 position.X -= shiftx;
4646 position.Y -= shifty;
4647 }
4648
4649 if (EntityTransferModule != null) 4595 if (EntityTransferModule != null)
4650 { 4596 {
4651 EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); 4597 EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
@@ -4825,7 +4771,7 @@ namespace OpenSim.Region.Framework.Scenes
4825 else 4771 else
4826 { 4772 {
4827 4773
4828 if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize) 4774 if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
4829 { 4775 {
4830 // The only time parcel != null when an object is inside a region is when 4776 // The only time parcel != null when an object is inside a region is when
4831 // there is nothing behind the landchannel. IE, no land plugin loaded. 4777 // there is nothing behind the landchannel. IE, no land plugin loaded.
@@ -5486,7 +5432,7 @@ namespace OpenSim.Region.Framework.Scenes
5486 { 5432 {
5487 Vector3 unitDirection = Vector3.Normalize(direction); 5433 Vector3 unitDirection = Vector3.Normalize(direction);
5488 //Making distance to search go through some sane limit of distance 5434 //Making distance to search go through some sane limit of distance
5489 for (float distance = 0; distance < Constants.RegionSize * 2; distance += .5f) 5435 for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
5490 { 5436 {
5491 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); 5437 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
5492 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) 5438 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
@@ -5540,9 +5486,9 @@ namespace OpenSim.Region.Framework.Scenes
5540 int count = 0; 5486 int count = 0;
5541 int avgx = 0; 5487 int avgx = 0;
5542 int avgy = 0; 5488 int avgy = 0;
5543 for (int x = 0; x < Constants.RegionSize; x++) 5489 for (int x = 0; x < RegionInfo.RegionSizeX; x++)
5544 { 5490 {
5545 for (int y = 0; y < Constants.RegionSize; y++) 5491 for (int y = 0; y < RegionInfo.RegionSizeY; y++)
5546 { 5492 {
5547 //Just keep a running average as we check if all the points are inside or not 5493 //Just keep a running average as we check if all the points are inside or not
5548 if (parcel.ContainsPoint(x, y)) 5494 if (parcel.ContainsPoint(x, y))
@@ -5566,31 +5512,33 @@ namespace OpenSim.Region.Framework.Scenes
5566 5512
5567 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) 5513 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
5568 { 5514 {
5569 float xdistance = avatar.AbsolutePosition.X < Constants.RegionSize / 2 ? avatar.AbsolutePosition.X : Constants.RegionSize - avatar.AbsolutePosition.X; 5515 float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
5570 float ydistance = avatar.AbsolutePosition.Y < Constants.RegionSize / 2 ? avatar.AbsolutePosition.Y : Constants.RegionSize - avatar.AbsolutePosition.Y; 5516 ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
5517 float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
5518 ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
5571 5519
5572 //find out what vertical edge to go to 5520 //find out what vertical edge to go to
5573 if (xdistance < ydistance) 5521 if (xdistance < ydistance)
5574 { 5522 {
5575 if (avatar.AbsolutePosition.X < Constants.RegionSize / 2) 5523 if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
5576 { 5524 {
5577 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); 5525 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
5578 } 5526 }
5579 else 5527 else
5580 { 5528 {
5581 return GetPositionAtAvatarHeightOrGroundHeight(avatar, Constants.RegionSize, avatar.AbsolutePosition.Y); 5529 return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
5582 } 5530 }
5583 } 5531 }
5584 //find out what horizontal edge to go to 5532 //find out what horizontal edge to go to
5585 else 5533 else
5586 { 5534 {
5587 if (avatar.AbsolutePosition.Y < Constants.RegionSize / 2) 5535 if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
5588 { 5536 {
5589 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); 5537 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
5590 } 5538 }
5591 else 5539 else
5592 { 5540 {
5593 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, Constants.RegionSize); 5541 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
5594 } 5542 }
5595 } 5543 }
5596 } 5544 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 4f04706..b059ecf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -43,6 +43,7 @@ namespace OpenSim.Region.Framework.Scenes
43 public abstract class SceneBase : IScene 43 public abstract class SceneBase : IScene
44 { 44 {
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 private static readonly string LogHeader = "[SCENE]";
46 47
47 #region Events 48 #region Events
48 49
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 77889fa..c873e40 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 { 92 {
93 m_log.DebugFormat( 93 m_log.DebugFormat(
94 "[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up", 94 "[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up",
95 m_scene.Name, neighbour.RegionName, x / Constants.RegionSize, y / Constants.RegionSize); 95 m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
96 96
97 m_scene.EventManager.TriggerOnRegionUp(neighbour); 97 m_scene.EventManager.TriggerOnRegionUp(neighbour);
98 } 98 }
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
100 { 100 {
101 m_log.WarnFormat( 101 m_log.WarnFormat(
102 "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.", 102 "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
103 m_scene.Name, x / Constants.RegionSize, y / Constants.RegionSize); 103 m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
104 } 104 }
105 } 105 }
106 106
@@ -166,7 +166,7 @@ namespace OpenSim.Region.Framework.Scenes
166 // we only want to send one update to each simulator; the simulator will 166 // we only want to send one update to each simulator; the simulator will
167 // hand it off to the regions where a child agent exists, this does assume 167 // hand it off to the regions where a child agent exists, this does assume
168 // that the region position is cached or performance will degrade 168 // that the region position is cached or performance will degrade
169 Utils.LongToUInts(regionHandle, out x, out y); 169 Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
170 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 170 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
171 if (dest == null) 171 if (dest == null)
172 continue; 172 continue;
@@ -203,7 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
203 203
204 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 204 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
205 uint x = 0, y = 0; 205 uint x = 0, y = 0;
206 Utils.LongToUInts(regionHandle, out x, out y); 206 Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
207 207
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
209 209
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e31270c..c6b98ca 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -121,6 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
121 private bool m_hasGroupChanged = false; 121 private bool m_hasGroupChanged = false;
122 private long timeFirstChanged; 122 private long timeFirstChanged;
123 private long timeLastChanged; 123 private long timeLastChanged;
124 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
124 125
125 /// <summary> 126 /// <summary>
126 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 127 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -333,7 +334,7 @@ namespace OpenSim.Region.Framework.Scenes
333 { 334 {
334 get 335 get
335 { 336 {
336 Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize); 337 Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize);
337 Vector3 maxScale = Vector3.Zero; 338 Vector3 maxScale = Vector3.Zero;
338 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 339 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
339 340
@@ -431,6 +432,12 @@ namespace OpenSim.Region.Framework.Scenes
431 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 432 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
432 } 433 }
433 434
435 private struct avtocrossInfo
436 {
437 public ScenePresence av;
438 public uint ParentID;
439 }
440
434 /// <summary> 441 /// <summary>
435 /// The absolute position of this scene object in the scene 442 /// The absolute position of this scene object in the scene
436 /// </summary> 443 /// </summary>
@@ -458,13 +465,122 @@ namespace OpenSim.Region.Framework.Scenes
458 || Scene.TestBorderCross(val, Cardinals.S)) 465 || Scene.TestBorderCross(val, Cardinals.S))
459 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 466 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
460 { 467 {
468 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
469 string version = String.Empty;
470 Vector3 newpos = Vector3.Zero;
471 OpenSim.Services.Interfaces.GridRegion destination = null;
472
461 if (m_rootPart.KeyframeMotion != null) 473 if (m_rootPart.KeyframeMotion != null)
462 m_rootPart.KeyframeMotion.StartCrossingCheck(); 474 m_rootPart.KeyframeMotion.StartCrossingCheck();
463 475
464 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 476 bool canCross = true;
477 foreach (ScenePresence av in m_linkedAvatars)
478 {
479 // We need to cross these agents. First, let's find
480 // out if any of them can't cross for some reason.
481 // We have to deny the crossing entirely if any
482 // of them are banned. Alternatively, we could
483 // unsit banned agents....
484
485
486 // We set the avatar position as being the object
487 // position to get the region to send to
488 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos)) == null)
489 {
490 canCross = false;
491 break;
492 }
493
494 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
495 }
496
497 if (canCross)
498 {
499 // We unparent the SP quietly so that it won't
500 // be made to stand up
501
502 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
503
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 avtocrossInfo avinfo = new avtocrossInfo();
507 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
508 if (parentPart != null)
509 av.ParentUUID = parentPart.UUID;
510
511 avinfo.av = av;
512 avinfo.ParentID = av.ParentID;
513 avsToCross.Add(avinfo);
514
515 av.PrevSitOffset = av.OffsetPosition;
516 av.ParentID = 0;
517 }
518
519 // m_linkedAvatars.Clear();
520 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
521
522 // Normalize
523 if (val.X >= m_scene.RegionInfo.RegionSizeX)
524 val.X -= m_scene.RegionInfo.RegionSizeX;
525 if (val.Y >= m_scene.RegionInfo.RegionSizeY)
526 val.Y -= m_scene.RegionInfo.RegionSizeY;
527 if (val.X < 0)
528 val.X += m_scene.RegionInfo.RegionSizeX;
529 if (val.Y < 0)
530 val.Y += m_scene.RegionInfo.RegionSizeY;
531
532 // If it's deleted, crossing was successful
533 if (IsDeleted)
534 {
535 // foreach (ScenePresence av in m_linkedAvatars)
536 foreach (avtocrossInfo avinfo in avsToCross)
537 {
538 ScenePresence av = avinfo.av;
539 if (!av.IsInTransit) // just in case...
540 {
541 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
542
543 av.IsInTransit = true;
544
545 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
546 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
547 }
548 else
549 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
550 }
551 avsToCross.Clear();
552 return;
553 }
554 else // cross failed, put avas back ??
555 {
556 foreach (avtocrossInfo avinfo in avsToCross)
557 {
558 ScenePresence av = avinfo.av;
559 av.ParentUUID = UUID.Zero;
560 av.ParentID = avinfo.ParentID;
561// m_linkedAvatars.Add(av);
562 }
563 }
564 avsToCross.Clear();
565
566 }
567 else
568 {
569 if (m_rootPart.KeyframeMotion != null)
570 m_rootPart.KeyframeMotion.CrossingFailure();
571
572 if (RootPart.PhysActor != null)
573 {
574 RootPart.PhysActor.CrossingFailure();
575 }
576 }
577 Vector3 oldp = AbsolutePosition;
578 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
579 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);
580 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight);
465 } 581 }
466 } 582 }
467 583
468 if (RootPart.GetStatusSandbox()) 584 if (RootPart.GetStatusSandbox())
469 { 585 {
470 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 586 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -498,6 +614,39 @@ namespace OpenSim.Region.Framework.Scenes
498 } 614 }
499 } 615 }
500 616
617 public override Vector3 Velocity
618 {
619 get { return RootPart.Velocity; }
620 set { RootPart.Velocity = value; }
621 }
622
623 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
624 {
625 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
626 ScenePresence agent = icon.EndInvoke(iar);
627
628 //// If the cross was successful, this agent is a child agent
629 if (agent.IsChildAgent)
630 {
631 if (agent.ParentUUID != UUID.Zero)
632 {
633 agent.ParentPart = null;
634// agent.ParentPosition = Vector3.Zero;
635// agent.ParentUUID = UUID.Zero;
636 }
637 }
638
639 agent.ParentUUID = UUID.Zero;
640// agent.Reset();
641// else // Not successful
642// agent.RestoreInCurrentScene();
643
644 // In any case
645 agent.IsInTransit = false;
646
647 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
648 }
649
501 public override uint LocalId 650 public override uint LocalId
502 { 651 {
503 get { return m_rootPart.LocalId; } 652 get { return m_rootPart.LocalId; }
@@ -845,9 +994,9 @@ namespace OpenSim.Region.Framework.Scenes
845 maxX = -256f; 994 maxX = -256f;
846 maxY = -256f; 995 maxY = -256f;
847 maxZ = -256f; 996 maxZ = -256f;
848 minX = 256f; 997 minX = 10000f;
849 minY = 256f; 998 minY = 10000f;
850 minZ = 8192f; 999 minZ = 10000f;
851 1000
852 SceneObjectPart[] parts = m_parts.GetArray(); 1001 SceneObjectPart[] parts = m_parts.GetArray();
853 for (int i = 0; i < parts.Length; i++) 1002 for (int i = 0; i < parts.Length; i++)
@@ -1099,6 +1248,7 @@ namespace OpenSim.Region.Framework.Scenes
1099 } 1248 }
1100 } 1249 }
1101 1250
1251
1102 /// <summary> 1252 /// <summary>
1103 /// 1253 ///
1104 /// </summary> 1254 /// </summary>
@@ -1108,6 +1258,46 @@ namespace OpenSim.Region.Framework.Scenes
1108 part.ParentID = m_rootPart.LocalId; 1258 part.ParentID = m_rootPart.LocalId;
1109 part.ClearUndoState(); 1259 part.ClearUndoState();
1110 } 1260 }
1261 /// <summary>
1262 /// Add the avatar to this linkset (avatar is sat).
1263 /// </summary>
1264 /// <param name="agentID"></param>
1265 public void AddAvatar(UUID agentID)
1266 {
1267 ScenePresence presence;
1268 if (m_scene.TryGetScenePresence(agentID, out presence))
1269 {
1270 if (!m_linkedAvatars.Contains(presence))
1271 {
1272 m_linkedAvatars.Add(presence);
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Delete the avatar from this linkset (avatar is unsat).
1279 /// </summary>
1280 /// <param name="agentID"></param>
1281 public void DeleteAvatar(UUID agentID)
1282 {
1283 ScenePresence presence;
1284 if (m_scene.TryGetScenePresence(agentID, out presence))
1285 {
1286 if (m_linkedAvatars.Contains(presence))
1287 {
1288 m_linkedAvatars.Remove(presence);
1289 }
1290 }
1291 }
1292
1293 /// <summary>
1294 /// Returns the list of linked presences (avatars sat on this group)
1295 /// </summary>
1296 /// <param name="agentID"></param>
1297 public List<ScenePresence> GetLinkedAvatars()
1298 {
1299 return m_linkedAvatars;
1300 }
1111 1301
1112 public ushort GetTimeDilation() 1302 public ushort GetTimeDilation()
1113 { 1303 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3290da1..715a9b6 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -65,6 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
65 65
66 struct ScriptControllers 66 struct ScriptControllers
67 { 67 {
68 public UUID objectID;
68 public UUID itemID; 69 public UUID itemID;
69 public ScriptControlled ignoreControls; 70 public ScriptControlled ignoreControls;
70 public ScriptControlled eventControls; 71 public ScriptControlled eventControls;
@@ -75,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 public class ScenePresence : EntityBase, IScenePresence 76 public class ScenePresence : EntityBase, IScenePresence
76 { 77 {
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 78 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
79 private static readonly String LogHeader = "[SCENE PRESENCE]";
78 80
79// ~ScenePresence() 81// ~ScenePresence()
80// { 82// {
@@ -130,7 +132,7 @@ namespace OpenSim.Region.Framework.Scenes
130 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 132 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
131 /// issue #1716 133 /// issue #1716
132 /// </summary> 134 /// </summary>
133 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 135 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
134 136
135 /// <summary> 137 /// <summary>
136 /// Movement updates for agents in neighboring regions are sent directly to clients. 138 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -152,8 +154,6 @@ namespace OpenSim.Region.Framework.Scenes
152 /// <remarks> 154 /// <remarks>
153 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 155 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
154 /// necessary. 156 /// necessary.
155 /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
156 /// of the list and act on that instead.
157 /// </remarks> 157 /// </remarks>
158 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 158 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
159 159
@@ -172,6 +172,10 @@ namespace OpenSim.Region.Framework.Scenes
172 private Vector3 m_lastPosition; 172 private Vector3 m_lastPosition;
173 private Quaternion m_lastRotation; 173 private Quaternion m_lastRotation;
174 private Vector3 m_lastVelocity; 174 private Vector3 m_lastVelocity;
175 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
176
177 private bool m_followCamAuto = false;
178
175 179
176 private Vector3? m_forceToApply; 180 private Vector3? m_forceToApply;
177 private int m_userFlags; 181 private int m_userFlags;
@@ -204,6 +208,7 @@ namespace OpenSim.Region.Framework.Scenes
204// private int m_lastColCount = -1; //KF: Look for Collision chnages 208// private int m_lastColCount = -1; //KF: Look for Collision chnages
205// private int m_updateCount = 0; //KF: Update Anims for a while 209// private int m_updateCount = 0; //KF: Update Anims for a while
206// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 210// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
211 private List<uint> m_lastColliders = new List<uint>();
207 212
208 private TeleportFlags m_teleportFlags; 213 private TeleportFlags m_teleportFlags;
209 public TeleportFlags TeleportFlags 214 public TeleportFlags TeleportFlags
@@ -259,8 +264,6 @@ namespace OpenSim.Region.Framework.Scenes
259 /// </summary> 264 /// </summary>
260 public bool LandAtTarget { get; private set; } 265 public bool LandAtTarget { get; private set; }
261 266
262 private bool m_followCamAuto;
263
264 private int m_movementUpdateCount; 267 private int m_movementUpdateCount;
265 private const int NumMovementsBetweenRayCast = 5; 268 private const int NumMovementsBetweenRayCast = 5;
266 269
@@ -268,6 +271,13 @@ namespace OpenSim.Region.Framework.Scenes
268 //private int m_moveToPositionStateStatus; 271 //private int m_moveToPositionStateStatus;
269 //***************************************************** 272 //*****************************************************
270 273
274 private bool m_collisionEventFlag = false;
275 private object m_collisionEventLock = new Object();
276
277 private int m_movementAnimationUpdateCounter = 0;
278
279 public Vector3 PrevSitOffset { get; set; }
280
271 protected AvatarAppearance m_appearance; 281 protected AvatarAppearance m_appearance;
272 282
273 public AvatarAppearance Appearance 283 public AvatarAppearance Appearance
@@ -407,6 +417,9 @@ namespace OpenSim.Region.Framework.Scenes
407 /// </summary> 417 /// </summary>
408 protected Vector3 m_lastCameraPosition; 418 protected Vector3 m_lastCameraPosition;
409 419
420 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
421 private bool m_doingCamRayCast = false;
422
410 public Vector3 CameraPosition { get; set; } 423 public Vector3 CameraPosition { get; set; }
411 424
412 public Quaternion CameraRotation 425 public Quaternion CameraRotation
@@ -487,6 +500,10 @@ namespace OpenSim.Region.Framework.Scenes
487 get { return (IClientCore)ControllingClient; } 500 get { return (IClientCore)ControllingClient; }
488 } 501 }
489 502
503 public UUID COF { get; set; }
504
505// public Vector3 ParentPosition { get; set; }
506
490 /// <summary> 507 /// <summary>
491 /// Position of this avatar relative to the region the avatar is in 508 /// Position of this avatar relative to the region the avatar is in
492 /// </summary> 509 /// </summary>
@@ -613,7 +630,24 @@ namespace OpenSim.Region.Framework.Scenes
613// Scene.RegionInfo.RegionName, Name, m_velocity); 630// Scene.RegionInfo.RegionName, Name, m_velocity);
614 } 631 }
615 } 632 }
633/*
634 public override Vector3 AngularVelocity
635 {
636 get
637 {
638 if (PhysicsActor != null)
639 {
640 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
641
642 // m_log.DebugFormat(
643 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
644 // m_velocity, Name, Scene.RegionInfo.RegionName);
645 }
616 646
647 return m_rotationalvelocity;
648 }
649 }
650*/
617 private Quaternion m_bodyRot = Quaternion.Identity; 651 private Quaternion m_bodyRot = Quaternion.Identity;
618 652
619 /// <summary> 653 /// <summary>
@@ -636,8 +670,16 @@ namespace OpenSim.Region.Framework.Scenes
636 m_bodyRot = value; 670 m_bodyRot = value;
637 671
638 if (PhysicsActor != null) 672 if (PhysicsActor != null)
639 PhysicsActor.Orientation = m_bodyRot; 673 {
640 674 try
675 {
676 PhysicsActor.Orientation = m_bodyRot;
677 }
678 catch (Exception e)
679 {
680 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
681 }
682 }
641// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 683// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
642 } 684 }
643 } 685 }
@@ -651,12 +693,20 @@ namespace OpenSim.Region.Framework.Scenes
651 } 693 }
652 694
653 public bool IsChildAgent { get; set; } 695 public bool IsChildAgent { get; set; }
696 public bool IsLoggingIn { get; set; }
654 697
655 /// <summary> 698 /// <summary>
656 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 699 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
657 /// </summary> 700 /// </summary>
658 public uint ParentID { get; set; } 701 public uint ParentID { get; set; }
659 702
703 public UUID ParentUUID
704 {
705 get { return m_parentUUID; }
706 set { m_parentUUID = value; }
707 }
708 private UUID m_parentUUID = UUID.Zero;
709
660 /// <summary> 710 /// <summary>
661 /// Are we sitting on an object? 711 /// Are we sitting on an object?
662 /// </summary> 712 /// </summary>
@@ -710,9 +760,8 @@ namespace OpenSim.Region.Framework.Scenes
710 foreach (ulong handle in seeds.Keys) 760 foreach (ulong handle in seeds.Keys)
711 { 761 {
712 uint x, y; 762 uint x, y;
713 Utils.LongToUInts(handle, out x, out y); 763 Util.RegionHandleToRegionLoc(handle, out x, out y);
714 x = x / Constants.RegionSize; 764
715 y = y / Constants.RegionSize;
716 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 765 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
717 { 766 {
718 old.Add(handle); 767 old.Add(handle);
@@ -734,9 +783,7 @@ namespace OpenSim.Region.Framework.Scenes
734 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 783 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
735 { 784 {
736 uint x, y; 785 uint x, y;
737 Utils.LongToUInts(kvp.Key, out x, out y); 786 Util.RegionHandleToRegionLoc(kvp.Key, out x, out y);
738 x = x / Constants.RegionSize;
739 y = y / Constants.RegionSize;
740 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 787 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
741 } 788 }
742 } 789 }
@@ -814,6 +861,7 @@ namespace OpenSim.Region.Framework.Scenes
814 AttachmentsSyncLock = new Object(); 861 AttachmentsSyncLock = new Object();
815 AllowMovement = true; 862 AllowMovement = true;
816 IsChildAgent = true; 863 IsChildAgent = true;
864 IsLoggingIn = false;
817 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 865 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
818 Animator = new ScenePresenceAnimator(this); 866 Animator = new ScenePresenceAnimator(this);
819 PresenceType = type; 867 PresenceType = type;
@@ -859,6 +907,33 @@ namespace OpenSim.Region.Framework.Scenes
859 m_stateMachine = new ScenePresenceStateMachine(this); 907 m_stateMachine = new ScenePresenceStateMachine(this);
860 } 908 }
861 909
910 private void RegionHeartbeatEnd(Scene scene)
911 {
912 if (IsChildAgent)
913 return;
914
915 m_movementAnimationUpdateCounter ++;
916 if (m_movementAnimationUpdateCounter >= 2)
917 {
918 m_movementAnimationUpdateCounter = 0;
919 if (Animator != null)
920 {
921 // If the parentID == 0 we are not sitting
922 // if !SitGournd then we are not sitting on the ground
923 // Fairly straightforward, now here comes the twist
924 // if ParentUUID is NOT UUID.Zero, we are looking to
925 // be sat on an object that isn't there yet. Should
926 // be treated as if sat.
927 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
928 Animator.UpdateMovementAnimations();
929 }
930 else
931 {
932 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
933 }
934 }
935 }
936
862 public void RegisterToEvents() 937 public void RegisterToEvents()
863 { 938 {
864 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 939 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -926,17 +1001,46 @@ namespace OpenSim.Region.Framework.Scenes
926 /// </remarks> 1001 /// </remarks>
927 private bool MakeRootAgent(Vector3 pos, bool isFlying) 1002 private bool MakeRootAgent(Vector3 pos, bool isFlying)
928 { 1003 {
929// m_log.InfoFormat(
930// "[SCENE]: Upgrading child to root agent for {0} in {1}",
931// Name, m_scene.RegionInfo.RegionName);
932
933 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
934
935 lock (m_completeMovementLock) 1004 lock (m_completeMovementLock)
936 { 1005 {
937 if (!IsChildAgent) 1006 if (!IsChildAgent)
938 return false; 1007 return false;
939 1008
1009 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
1010
1011 // m_log.InfoFormat(
1012 // "[SCENE]: Upgrading child to root agent for {0} in {1}",
1013 // Name, m_scene.RegionInfo.RegionName);
1014
1015 if (ParentUUID != UUID.Zero)
1016 {
1017 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
1018 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
1019 if (part == null)
1020 {
1021 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
1022 }
1023 else
1024 {
1025 part.ParentGroup.AddAvatar(UUID);
1026 if (part.SitTargetPosition != Vector3.Zero)
1027 part.SitTargetAvatar = UUID;
1028 // ParentPosition = part.GetWorldPosition();
1029 ParentID = part.LocalId;
1030 ParentPart = part;
1031 m_pos = PrevSitOffset;
1032 // pos = ParentPosition;
1033 pos = part.GetWorldPosition();
1034 }
1035 ParentUUID = UUID.Zero;
1036
1037 // Animator.TrySetMovementAnimation("SIT");
1038 }
1039 else
1040 {
1041 IsLoggingIn = false;
1042 }
1043
940 IsChildAgent = false; 1044 IsChildAgent = false;
941 } 1045 }
942 1046
@@ -953,70 +1057,111 @@ namespace OpenSim.Region.Framework.Scenes
953 1057
954 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 1058 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
955 1059
956 // Moved this from SendInitialData to ensure that Appearance is initialized 1060 UUID groupUUID = UUID.Zero;
957 // before the inventory is processed in MakeRootAgent. This fixes a race condition 1061 string GroupName = string.Empty;
958 // related to the handling of attachments 1062 ulong groupPowers = 0;
959 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
960 1063
961 if (m_scene.TestBorderCross(pos, Cardinals.E)) 1064 // ----------------------------------
1065 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
1066 try
962 { 1067 {
963 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 1068 if (gm != null)
964 pos.X = crossedBorder.BorderLine.Z - 1; 1069 {
1070 groupUUID = ControllingClient.ActiveGroupId;
1071 GroupRecord record = gm.GetGroupRecord(groupUUID);
1072 if (record != null)
1073 GroupName = record.GroupName;
1074 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1075 if (groupMembershipData != null)
1076 groupPowers = groupMembershipData.GroupPowers;
1077 }
1078 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1079 Grouptitle);
965 } 1080 }
966 1081 catch (Exception e)
967 if (m_scene.TestBorderCross(pos, Cardinals.N))
968 { 1082 {
969 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1083 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
970 pos.Y = crossedBorder.BorderLine.Z - 1;
971 } 1084 }
1085 // ------------------------------------
972 1086
973 CheckAndAdjustLandingPoint(ref pos); 1087 if (ParentID == 0)
974
975 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
976 { 1088 {
977 m_log.WarnFormat( 1089 // Moved this from SendInitialData to ensure that Appearance is initialized
978 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1090 // before the inventory is processed in MakeRootAgent. This fixes a race condition
979 pos, Name, UUID); 1091 // related to the handling of attachments
1092 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
980 1093
981 if (pos.X < 0f) pos.X = 0f; 1094 /* RA 20140111: Commented out these TestBorderCross's.
982 if (pos.Y < 0f) pos.Y = 0f; 1095 * Not sure why this code is here. It is not checking all the borders
983 if (pos.Z < 0f) pos.Z = 0f; 1096 * and 'in region' sanity checking is done in CheckAndAdjustLandingPoint and below.
984 } 1097 if (m_scene.TestBorderCross(pos, Cardinals.E))
1098 {
1099 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1100 pos.X = crossedBorder.BorderLine.Z - 1;
1101 }
985 1102
986 float localAVHeight = 1.56f; 1103 if (m_scene.TestBorderCross(pos, Cardinals.N))
987 if (Appearance.AvatarHeight > 0) 1104 {
988 localAVHeight = Appearance.AvatarHeight; 1105 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
1106 pos.Y = crossedBorder.BorderLine.Z - 1;
1107 }
1108 */
989 1109
990 float posZLimit = 0; 1110 CheckAndAdjustLandingPoint(ref pos);
991 1111
992 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1112 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
993 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1113 {
994 1114 m_log.WarnFormat(
995 float newPosZ = posZLimit + localAVHeight / 2; 1115 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
996 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 1116 pos, Name, UUID);
997 {
998 pos.Z = newPosZ;
999 }
1000 AbsolutePosition = pos;
1001 1117
1002 AddToPhysicalScene(isFlying); 1118 if (pos.X < 0f) pos.X = 0f;
1119 if (pos.Y < 0f) pos.Y = 0f;
1120 if (pos.Z < 0f) pos.Z = 0f;
1121 }
1003 1122
1004 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1123 float localAVHeight = 1.56f;
1005 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it 1124 if (Appearance.AvatarHeight > 0)
1006 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset 1125 localAVHeight = Appearance.AvatarHeight;
1007 // the value to a negative position which does not trigger the border cross.
1008 // This may not be the best location for this.
1009 CheckForBorderCrossing();
1010 1126
1011 if (ForceFly) 1127 float posZLimit = 0;
1012 { 1128
1013 Flying = true; 1129 if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY)
1014 } 1130 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1015 else if (FlyDisabled) 1131
1016 { 1132 float newPosZ = posZLimit + localAVHeight / 2;
1017 Flying = false; 1133 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
1018 } 1134 {
1135 pos.Z = newPosZ;
1136 }
1137 AbsolutePosition = pos;
1138
1139 if (m_teleportFlags == TeleportFlags.Default)
1140 {
1141 Vector3 vel = Velocity;
1142 AddToPhysicalScene(isFlying);
1143 if (PhysicsActor != null)
1144 PhysicsActor.SetMomentum(vel);
1145 }
1146 else
1147 AddToPhysicalScene(isFlying);
1148
1149 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1150 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1151 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1152 // the value to a negative position which does not trigger the border cross.
1153 // This may not be the best location for this.
1154 CheckForBorderCrossing();
1019 1155
1156 if (ForceFly)
1157 {
1158 Flying = true;
1159 }
1160 else if (FlyDisabled)
1161 {
1162 Flying = false;
1163 }
1164 }
1020 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1165 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1021 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1166 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1022 // elsewhere anyway 1167 // elsewhere anyway
@@ -1049,6 +1194,11 @@ namespace OpenSim.Region.Framework.Scenes
1049 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1194 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1050 // not transporting the required data. 1195 // not transporting the required data.
1051 // 1196 //
1197 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1198 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1199 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1200 // not transporting the required data.
1201 //
1052 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of 1202 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1053 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here 1203 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1054 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. 1204 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
@@ -1057,6 +1207,9 @@ namespace OpenSim.Region.Framework.Scenes
1057 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing 1207 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1058 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the 1208 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1059 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. 1209 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1210 //
1211 // One cannot simply iterate over attachments in a fire and forget thread because this would no longer
1212 // be locked, allowing race conditions if other code changes the attachments list.
1060 List<SceneObjectGroup> attachments = GetAttachments(); 1213 List<SceneObjectGroup> attachments = GetAttachments();
1061 1214
1062 if (attachments.Count > 0) 1215 if (attachments.Count > 0)
@@ -1067,12 +1220,15 @@ namespace OpenSim.Region.Framework.Scenes
1067 // Resume scripts 1220 // Resume scripts
1068 foreach (SceneObjectGroup sog in attachments) 1221 foreach (SceneObjectGroup sog in attachments)
1069 { 1222 {
1223 sog.ScheduleGroupForFullUpdate();
1070 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1224 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1071 sog.ResumeScripts(); 1225 sog.ResumeScripts();
1072 } 1226 }
1073 } 1227 }
1074 } 1228 }
1075 1229
1230 SendAvatarDataToAllAgents();
1231
1076 // send the animations of the other presences to me 1232 // send the animations of the other presences to me
1077 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1233 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1078 { 1234 {
@@ -1083,6 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
1083 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1239 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1084 // stall on the border crossing since the existing child agent will still have the last movement 1240 // stall on the border crossing since the existing child agent will still have the last movement
1085 // recorded, which stops the input from being processed. 1241 // recorded, which stops the input from being processed.
1242
1086 MovementFlag = 0; 1243 MovementFlag = 0;
1087 1244
1088 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1245 m_scene.EventManager.TriggerOnMakeRootAgent(this);
@@ -1115,12 +1272,16 @@ namespace OpenSim.Region.Framework.Scenes
1115 /// </remarks> 1272 /// </remarks>
1116 public void MakeChildAgent() 1273 public void MakeChildAgent()
1117 { 1274 {
1275 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1276
1118 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1277 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1119 1278
1120 // Reset these so that teleporting in and walking out isn't seen 1279 // Reset these so that teleporting in and walking out isn't seen
1121 // as teleporting back 1280 // as teleporting back
1122 TeleportFlags = TeleportFlags.Default; 1281 TeleportFlags = TeleportFlags.Default;
1123 1282
1283 MovementFlag = 0;
1284
1124 // It looks like Animator is set to null somewhere, and MakeChild 1285 // It looks like Animator is set to null somewhere, and MakeChild
1125 // is called after that. Probably in aborted teleports. 1286 // is called after that. Probably in aborted teleports.
1126 if (Animator == null) 1287 if (Animator == null)
@@ -1128,6 +1289,7 @@ namespace OpenSim.Region.Framework.Scenes
1128 else 1289 else
1129 Animator.ResetAnimations(); 1290 Animator.ResetAnimations();
1130 1291
1292
1131// m_log.DebugFormat( 1293// m_log.DebugFormat(
1132// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1294// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1133// Name, UUID, m_scene.RegionInfo.RegionName); 1295// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1139,6 +1301,7 @@ namespace OpenSim.Region.Framework.Scenes
1139 IsChildAgent = true; 1301 IsChildAgent = true;
1140 m_scene.SwapRootAgentCount(true); 1302 m_scene.SwapRootAgentCount(true);
1141 RemoveFromPhysicalScene(); 1303 RemoveFromPhysicalScene();
1304 ParentID = 0; // Child agents can't be sitting
1142 1305
1143 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1306 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1144 1307
@@ -1154,9 +1317,9 @@ namespace OpenSim.Region.Framework.Scenes
1154 { 1317 {
1155// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1318// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1156 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1319 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1157 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1158 PhysicsActor.UnSubscribeEvents();
1159 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1320 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1321 PhysicsActor.UnSubscribeEvents();
1322 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1160 PhysicsActor = null; 1323 PhysicsActor = null;
1161 } 1324 }
1162// else 1325// else
@@ -1173,7 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
1173 /// <param name="pos"></param> 1336 /// <param name="pos"></param>
1174 public void Teleport(Vector3 pos) 1337 public void Teleport(Vector3 pos)
1175 { 1338 {
1176 TeleportWithMomentum(pos, null); 1339 TeleportWithMomentum(pos, Vector3.Zero);
1177 } 1340 }
1178 1341
1179 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1342 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1197,6 +1360,41 @@ namespace OpenSim.Region.Framework.Scenes
1197 SendTerseUpdateToAllClients(); 1360 SendTerseUpdateToAllClients();
1198 } 1361 }
1199 1362
1363 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1364 {
1365 CheckLandingPoint(ref newpos);
1366 AbsolutePosition = newpos;
1367
1368 if (newvel.HasValue)
1369 {
1370 if ((Vector3)newvel == Vector3.Zero)
1371 {
1372 if (PhysicsActor != null)
1373 PhysicsActor.SetMomentum(Vector3.Zero);
1374 m_velocity = Vector3.Zero;
1375 }
1376 else
1377 {
1378 if (PhysicsActor != null)
1379 PhysicsActor.SetMomentum((Vector3)newvel);
1380 m_velocity = (Vector3)newvel;
1381
1382 if (rotateToVelXY)
1383 {
1384 Vector3 lookAt = (Vector3)newvel;
1385 lookAt.Z = 0;
1386 lookAt.Normalize();
1387 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1388 return;
1389 }
1390 }
1391 }
1392
1393 SendTerseUpdateToAllClients();
1394 }
1395
1396
1397
1200 public void StopFlying() 1398 public void StopFlying()
1201 { 1399 {
1202 Vector3 pos = AbsolutePosition; 1400 Vector3 pos = AbsolutePosition;
@@ -1385,6 +1583,14 @@ namespace OpenSim.Region.Framework.Scenes
1385 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1583 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1386 } 1584 }
1387 1585
1586 public void SetSize(Vector3 size, float feetoffset)
1587 {
1588// TODO: Merge the physics bits
1589// if (PhysicsActor != null && !IsChildAgent)
1590// PhysicsActor.setAvatarSize(size, feetoffset);
1591
1592 }
1593
1388 private bool WaitForUpdateAgent(IClientAPI client) 1594 private bool WaitForUpdateAgent(IClientAPI client)
1389 { 1595 {
1390 // Before the source region executes UpdateAgent 1596 // Before the source region executes UpdateAgent
@@ -1444,7 +1650,8 @@ namespace OpenSim.Region.Framework.Scenes
1444 1650
1445 Vector3 look = Velocity; 1651 Vector3 look = Velocity;
1446 1652
1447 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1653 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1654 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1448 { 1655 {
1449 look = new Vector3(0.99f, 0.042f, 0); 1656 look = new Vector3(0.99f, 0.042f, 0);
1450 } 1657 }
@@ -1514,11 +1721,12 @@ namespace OpenSim.Region.Framework.Scenes
1514 { 1721 {
1515 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1722 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1516 if (m_agentTransfer != null) 1723 if (m_agentTransfer != null)
1517 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1724 m_agentTransfer.EnableChildAgents(this);
1518 1725
1519 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1726 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1520 if (friendsModule != null) 1727 if (friendsModule != null)
1521 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1728 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1729
1522 } 1730 }
1523 1731
1524 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1732 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1544,36 +1752,69 @@ namespace OpenSim.Region.Framework.Scenes
1544 /// <param name="collisionPoint"></param> 1752 /// <param name="collisionPoint"></param>
1545 /// <param name="localid"></param> 1753 /// <param name="localid"></param>
1546 /// <param name="distance"></param> 1754 /// <param name="distance"></param>
1755 ///
1756
1757 private void UpdateCameraCollisionPlane(Vector4 plane)
1758 {
1759 if (m_lastCameraCollisionPlane != plane)
1760 {
1761 m_lastCameraCollisionPlane = plane;
1762 ControllingClient.SendCameraConstraint(plane);
1763 }
1764 }
1765
1547 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1766 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1548 { 1767 {
1549 const float POSITION_TOLERANCE = 0.02f; 1768 const float POSITION_TOLERANCE = 0.02f;
1550 const float VELOCITY_TOLERANCE = 0.02f;
1551 const float ROTATION_TOLERANCE = 0.02f; 1769 const float ROTATION_TOLERANCE = 0.02f;
1552 1770
1553 if (m_followCamAuto) 1771 m_doingCamRayCast = false;
1772 if (hitYN && localid != LocalId)
1554 { 1773 {
1555 if (hitYN) 1774 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1775 bool IsPrim = group != null;
1776 if (IsPrim)
1556 { 1777 {
1557 CameraConstraintActive = true; 1778 SceneObjectPart part = group.GetPart(localid);
1558 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1779 if (part != null && !part.VolumeDetectActive)
1559 1780 {
1560 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1781 CameraConstraintActive = true;
1561 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1782 pNormal.X = (float) Math.Round(pNormal.X, 2);
1783 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1784 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1785 pNormal.Normalize();
1786 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1787 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1788 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1789
1790 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1791 Vector3.Dot(collisionPoint, pNormal));
1792 UpdateCameraCollisionPlane(plane);
1793 }
1562 } 1794 }
1563 else 1795 else
1564 { 1796 {
1565 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1797 CameraConstraintActive = true;
1566 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1798 pNormal.X = (float) Math.Round(pNormal.X, 2);
1567 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1799 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1568 { 1800 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1569 if (CameraConstraintActive) 1801 pNormal.Normalize();
1570 { 1802 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1571 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1803 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1572 CameraConstraintActive = false; 1804 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1573 } 1805
1574 } 1806 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1807 Vector3.Dot(collisionPoint, pNormal));
1808 UpdateCameraCollisionPlane(plane);
1575 } 1809 }
1576 } 1810 }
1811 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1812 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1813 {
1814 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1815 UpdateCameraCollisionPlane(plane);
1816 CameraConstraintActive = false;
1817 }
1577 } 1818 }
1578 1819
1579 /// <summary> 1820 /// <summary>
@@ -1647,6 +1888,41 @@ namespace OpenSim.Region.Framework.Scenes
1647 StandUp(); 1888 StandUp();
1648 } 1889 }
1649 1890
1891 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1892 // this exclude checks may not be complete
1893
1894 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1895 {
1896 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1897 {
1898 Vector3 posAdjusted = AbsolutePosition;
1899// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1900 posAdjusted.Z += 1.0f; // viewer current camera focus point
1901 Vector3 tocam = CameraPosition - posAdjusted;
1902 tocam.X = (float)Math.Round(tocam.X, 1);
1903 tocam.Y = (float)Math.Round(tocam.Y, 1);
1904 tocam.Z = (float)Math.Round(tocam.Z, 1);
1905
1906 float distTocamlen = tocam.Length();
1907 if (distTocamlen > 0.3f)
1908 {
1909 tocam *= (1.0f / distTocamlen);
1910 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1911 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1912 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1913
1914 m_doingCamRayCast = true;
1915 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1916 }
1917 }
1918 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1919 {
1920 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1921 UpdateCameraCollisionPlane(plane);
1922 CameraConstraintActive = false;
1923 }
1924 }
1925
1650 uint flagsForScripts = (uint)flags; 1926 uint flagsForScripts = (uint)flags;
1651 flags = RemoveIgnoredControls(flags, IgnoredControls); 1927 flags = RemoveIgnoredControls(flags, IgnoredControls);
1652 1928
@@ -2127,7 +2403,7 @@ namespace OpenSim.Region.Framework.Scenes
2127 if (regionCombinerModule != null) 2403 if (regionCombinerModule != null)
2128 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); 2404 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
2129 else 2405 else
2130 regionSize = new Vector2(Constants.RegionSize); 2406 regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
2131 2407
2132 if (pos.X < 0 || pos.X >= regionSize.X 2408 if (pos.X < 0 || pos.X >= regionSize.X
2133 || pos.Y < 0 || pos.Y >= regionSize.Y 2409 || pos.Y < 0 || pos.Y >= regionSize.Y
@@ -2145,8 +2421,8 @@ namespace OpenSim.Region.Framework.Scenes
2145// } 2421// }
2146 2422
2147 // Get terrain height for sub-region in a megaregion if necessary 2423 // Get terrain height for sub-region in a megaregion if necessary
2148 int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); 2424 int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
2149 int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); 2425 int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
2150 GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); 2426 GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
2151 // If X and Y is NaN, target_region will be null 2427 // If X and Y is NaN, target_region will be null
2152 if (target_region == null) 2428 if (target_region == null)
@@ -2157,7 +2433,7 @@ namespace OpenSim.Region.Framework.Scenes
2157 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) 2433 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
2158 targetScene = m_scene; 2434 targetScene = m_scene;
2159 2435
2160 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; 2436 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
2161 pos.Z = Math.Max(terrainHeight, pos.Z); 2437 pos.Z = Math.Max(terrainHeight, pos.Z);
2162 2438
2163 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 2439 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
@@ -2207,7 +2483,8 @@ namespace OpenSim.Region.Framework.Scenes
2207// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2483// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
2208 2484
2209 MovingToTarget = false; 2485 MovingToTarget = false;
2210 MoveToPositionTarget = Vector3.Zero; 2486// MoveToPositionTarget = Vector3.Zero;
2487 m_forceToApply = null; // cancel possible last action
2211 2488
2212 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2489 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
2213 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2490 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2230,6 +2507,9 @@ namespace OpenSim.Region.Framework.Scenes
2230 2507
2231 if (satOnObject) 2508 if (satOnObject)
2232 { 2509 {
2510 PrevSitOffset = m_pos; // Save sit offset
2511 UnRegisterSeatControls(part.ParentGroup.UUID);
2512
2233 TaskInventoryDictionary taskIDict = part.TaskInventory; 2513 TaskInventoryDictionary taskIDict = part.TaskInventory;
2234 if (taskIDict != null) 2514 if (taskIDict != null)
2235 { 2515 {
@@ -2245,6 +2525,7 @@ namespace OpenSim.Region.Framework.Scenes
2245 } 2525 }
2246 } 2526 }
2247 2527
2528 part.ParentGroup.DeleteAvatar(UUID);
2248 Vector3 sitPartWorldPosition = part.GetWorldPosition(); 2529 Vector3 sitPartWorldPosition = part.GetWorldPosition();
2249 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2530 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2250 2531
@@ -2305,6 +2586,9 @@ namespace OpenSim.Region.Framework.Scenes
2305 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2586 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2306 } 2587 }
2307 2588
2589 else if (PhysicsActor == null)
2590 AddToPhysicalScene(false);
2591
2308 Animator.TrySetMovementAnimation("STAND"); 2592 Animator.TrySetMovementAnimation("STAND");
2309 TriggerScenePresenceUpdated(); 2593 TriggerScenePresenceUpdated();
2310 } 2594 }
@@ -2353,11 +2637,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 if (part == null) 2637 if (part == null)
2354 return; 2638 return;
2355 2639
2356 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2357 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2358
2359 if (PhysicsActor != null) 2640 if (PhysicsActor != null)
2360 m_sitAvatarHeight = PhysicsActor.Size.Z; 2641 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2361 2642
2362 bool canSit = false; 2643 bool canSit = false;
2363 2644
@@ -2384,33 +2665,32 @@ namespace OpenSim.Region.Framework.Scenes
2384 } 2665 }
2385 else 2666 else
2386 { 2667 {
2668 if (PhysicsSit(part,offset)) // physics engine
2669 return;
2670
2387 Vector3 pos = part.AbsolutePosition + offset; 2671 Vector3 pos = part.AbsolutePosition + offset;
2388 2672
2389 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2673 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2390 { 2674 {
2391// m_log.DebugFormat(
2392// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2393// Name, part.Name, part.LocalId);
2394
2395 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2675 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2396 canSit = true; 2676 canSit = true;
2397 } 2677 }
2398// else
2399// {
2400// m_log.DebugFormat(
2401// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2402// Name, part.Name, part.LocalId);
2403// }
2404 } 2678 }
2405 2679
2406 if (canSit) 2680 if (canSit)
2407 { 2681 {
2682
2408 if (PhysicsActor != null) 2683 if (PhysicsActor != null)
2409 { 2684 {
2410 // We can remove the physicsActor until they stand up. 2685 // We can remove the physicsActor until they stand up.
2411 RemoveFromPhysicalScene(); 2686 RemoveFromPhysicalScene();
2412 } 2687 }
2413 2688
2689 if (MovingToTarget)
2690 ResetMoveToTarget();
2691
2692 Velocity = Vector3.Zero;
2693
2414 part.AddSittingAvatar(UUID); 2694 part.AddSittingAvatar(UUID);
2415 2695
2416 cameraAtOffset = part.GetCameraAtOffset(); 2696 cameraAtOffset = part.GetCameraAtOffset();
@@ -2454,14 +2734,6 @@ namespace OpenSim.Region.Framework.Scenes
2454 m_requestedSitTargetID = part.LocalId; 2734 m_requestedSitTargetID = part.LocalId;
2455 m_requestedSitTargetUUID = part.UUID; 2735 m_requestedSitTargetUUID = part.UUID;
2456 2736
2457// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2458
2459 if (m_scene.PhysicsScene.SupportsRayCast())
2460 {
2461 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2462 //SitRayCastAvatarPosition(part);
2463 //return;
2464 }
2465 } 2737 }
2466 else 2738 else
2467 { 2739 {
@@ -2471,197 +2743,115 @@ namespace OpenSim.Region.Framework.Scenes
2471 SendSitResponse(targetID, offset, Quaternion.Identity); 2743 SendSitResponse(targetID, offset, Quaternion.Identity);
2472 } 2744 }
2473 2745
2474 /* 2746 // returns false if does not suport so older sit can be tried
2475 public void SitRayCastAvatarPosition(SceneObjectPart part) 2747 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2476 {
2477 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2478 Vector3 StartRayCastPosition = AbsolutePosition;
2479 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2480 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2481 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2482 }
2483
2484 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2485 { 2748 {
2486 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2749// TODO: Pull in these bits
2487 if (part != null) 2750 return false;
2488 { 2751/*
2489 if (hitYN) 2752 if (part == null || part.ParentGroup.IsAttachment)
2490 {
2491 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2492 {
2493 SitRaycastFindEdge(collisionPoint, normal);
2494 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2495 }
2496 else
2497 {
2498 SitRayCastAvatarPositionCameraZ(part);
2499 }
2500 }
2501 else
2502 {
2503 SitRayCastAvatarPositionCameraZ(part);
2504 }
2505 }
2506 else
2507 { 2753 {
2508 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2754 return true;
2509 m_requestedSitTargetUUID = UUID.Zero;
2510 m_requestedSitTargetID = 0;
2511 m_requestedSitOffset = Vector3.Zero;
2512 } 2755 }
2513 2756
2514 } 2757 if ( m_scene.PhysicsScene == null)
2515 2758 return false;
2516 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2517 {
2518 // Next, try to raycast from the camera Z position
2519 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2520 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2521 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2522 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2523 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2524 }
2525 2759
2526 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2760 if (part.PhysActor == null)
2527 {
2528 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2529 if (part != null)
2530 { 2761 {
2531 if (hitYN) 2762 // none physcis shape
2532 { 2763 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2533 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2764 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2534 {
2535 SitRaycastFindEdge(collisionPoint, normal);
2536 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2537 }
2538 else
2539 {
2540 SitRayCastCameraPosition(part);
2541 }
2542 }
2543 else 2765 else
2544 { 2766 { // non physical phantom TODO
2545 SitRayCastCameraPosition(part); 2767 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2768 return false;
2546 } 2769 }
2547 } 2770 return true;
2548 else
2549 {
2550 ControllingClient.SendAlertMessage("Sit position no longer exists");
2551 m_requestedSitTargetUUID = UUID.Zero;
2552 m_requestedSitTargetID = 0;
2553 m_requestedSitOffset = Vector3.Zero;
2554 } 2771 }
2555 2772
2556 }
2557 2773
2558 public void SitRayCastCameraPosition(SceneObjectPart part) 2774 // not doing autopilot
2559 { 2775 m_requestedSitTargetID = 0;
2560 // Next, try to raycast from the camera position
2561 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2562 Vector3 StartRayCastPosition = CameraPosition;
2563 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2564 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2565 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2566 }
2567 2776
2568 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2777 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2569 { 2778 return true;
2570 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2571 if (part != null)
2572 {
2573 if (hitYN)
2574 {
2575 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2576 {
2577 SitRaycastFindEdge(collisionPoint, normal);
2578 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2579 }
2580 else
2581 {
2582 SitRayHorizontal(part);
2583 }
2584 }
2585 else
2586 {
2587 SitRayHorizontal(part);
2588 }
2589 }
2590 else
2591 {
2592 ControllingClient.SendAlertMessage("Sit position no longer exists");
2593 m_requestedSitTargetUUID = UUID.Zero;
2594 m_requestedSitTargetID = 0;
2595 m_requestedSitOffset = Vector3.Zero;
2596 }
2597 2779
2780 return false;
2781*/
2598 } 2782 }
2599 2783
2600 public void SitRayHorizontal(SceneObjectPart part) 2784
2785 private bool CanEnterLandPosition(Vector3 testPos)
2601 { 2786 {
2602 // Next, try to raycast from the avatar position to fwd 2787 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2603 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2788
2604 Vector3 StartRayCastPosition = CameraPosition; 2789 if (land == null || land.LandData.Name == "NO_LAND")
2605 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2790 return true;
2606 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2791
2607 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2792 return land.CanBeOnThisLand(UUID,testPos.Z);
2608 } 2793 }
2609 2794
2610 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2795 // status
2796 // < 0 ignore
2797 // 0 bad sit spot
2798 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2611 { 2799 {
2612 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2800 if (status < 0)
2613 if (part != null) 2801 return;
2802
2803 if (status == 0)
2614 { 2804 {
2615 if (hitYN) 2805 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2616 { 2806 return;
2617 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2618 {
2619 SitRaycastFindEdge(collisionPoint, normal);
2620 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2621 // Next, try to raycast from the camera position
2622 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2623 Vector3 StartRayCastPosition = CameraPosition;
2624 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2625 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2626 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2627 }
2628 else
2629 {
2630 ControllingClient.SendAlertMessage("Sit position not accessable.");
2631 m_requestedSitTargetUUID = UUID.Zero;
2632 m_requestedSitTargetID = 0;
2633 m_requestedSitOffset = Vector3.Zero;
2634 }
2635 }
2636 else
2637 {
2638 ControllingClient.SendAlertMessage("Sit position not accessable.");
2639 m_requestedSitTargetUUID = UUID.Zero;
2640 m_requestedSitTargetID = 0;
2641 m_requestedSitOffset = Vector3.Zero;
2642 }
2643 } 2807 }
2644 else 2808
2809 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2810 if (part == null)
2811 return;
2812
2813 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2814 if(!CanEnterLandPosition(targetPos))
2645 { 2815 {
2646 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2816 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2647 m_requestedSitTargetUUID = UUID.Zero; 2817 return;
2648 m_requestedSitTargetID = 0;
2649 m_requestedSitOffset = Vector3.Zero;
2650 } 2818 }
2651 2819
2652 } 2820 RemoveFromPhysicalScene();
2653 2821
2654 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2822 if (MovingToTarget)
2655 { 2823 ResetMoveToTarget();
2656 int i = 0; 2824
2657 //throw new NotImplementedException(); 2825 Velocity = Vector3.Zero;
2658 //m_requestedSitTargetUUID = UUID.Zero; 2826
2659 //m_requestedSitTargetID = 0; 2827 part.AddSittingAvatar(UUID);
2660 //m_requestedSitOffset = Vector3.Zero;
2661 2828
2662 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2829 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2830 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2831 bool forceMouselook = part.GetForceMouselook();
2832
2833 ControllingClient.SendSitResponse(
2834 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2835
2836 // not using autopilot
2837
2838 Rotation = Orientation;
2839 m_pos = offset;
2840
2841 m_requestedSitTargetID = 0;
2842 part.ParentGroup.AddAvatar(UUID);
2843
2844 ParentPart = part;
2845 ParentID = part.LocalId;
2846 if(status == 3)
2847 Animator.TrySetMovementAnimation("SIT_GROUND");
2848 else
2849 Animator.TrySetMovementAnimation("SIT");
2850 SendAvatarDataToAllAgents();
2851
2852 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2663 } 2853 }
2664 */ 2854
2665 2855
2666 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2856 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2667 { 2857 {
@@ -2681,6 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 return; 2871 return;
2682 } 2872 }
2683 2873
2874
2684 if (part.SitTargetAvatar == UUID) 2875 if (part.SitTargetAvatar == UUID)
2685 { 2876 {
2686 Vector3 sitTargetPos = part.SitTargetPosition; 2877 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2695,7 +2886,28 @@ namespace OpenSim.Region.Framework.Scenes
2695 2886
2696 //Quaternion result = (sitTargetOrient * vq) * nq; 2887 //Quaternion result = (sitTargetOrient * vq) * nq;
2697 2888
2698 Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2889 double x, y, z, m;
2890
2891 Quaternion r = sitTargetOrient;
2892 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2893
2894 if (Math.Abs(1.0 - m) > 0.000001)
2895 {
2896 m = 1.0 / Math.Sqrt(m);
2897 r.X *= (float)m;
2898 r.Y *= (float)m;
2899 r.Z *= (float)m;
2900 r.W *= (float)m;
2901 }
2902
2903 x = 2 * (r.X * r.Z + r.Y * r.W);
2904 y = 2 * (-r.X * r.W + r.Y * r.Z);
2905 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2906
2907 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2908 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2909
2910 Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2699 Quaternion newRot; 2911 Quaternion newRot;
2700 2912
2701 if (part.IsRoot) 2913 if (part.IsRoot)
@@ -2712,6 +2924,8 @@ namespace OpenSim.Region.Framework.Scenes
2712 2924
2713 m_pos = newPos; 2925 m_pos = newPos;
2714 Rotation = newRot; 2926 Rotation = newRot;
2927
2928// ParentPosition = part.AbsolutePosition;
2715 } 2929 }
2716 else 2930 else
2717 { 2931 {
@@ -2719,11 +2933,14 @@ namespace OpenSim.Region.Framework.Scenes
2719 // being sat upon. 2933 // being sat upon.
2720 m_pos -= part.GroupPosition; 2934 m_pos -= part.GroupPosition;
2721 2935
2936// ParentPosition = part.AbsolutePosition;
2937
2722// m_log.DebugFormat( 2938// m_log.DebugFormat(
2723// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2939// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
2724// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); 2940// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
2725 } 2941 }
2726 2942
2943 part.ParentGroup.AddAvatar(UUID);
2727 ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2944 ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2728 ParentID = m_requestedSitTargetID; 2945 ParentID = m_requestedSitTargetID;
2729 m_AngularVelocity = Vector3.Zero; 2946 m_AngularVelocity = Vector3.Zero;
@@ -2834,8 +3051,8 @@ namespace OpenSim.Region.Framework.Scenes
2834 direc.Z *= 2.6f; 3051 direc.Z *= 2.6f;
2835 3052
2836 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 3053 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2837 Animator.TrySetMovementAnimation("PREJUMP"); 3054// Animator.TrySetMovementAnimation("PREJUMP");
2838 Animator.TrySetMovementAnimation("JUMP"); 3055// Animator.TrySetMovementAnimation("JUMP");
2839 } 3056 }
2840 } 3057 }
2841 } 3058 }
@@ -2844,6 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
2844 3061
2845 // TODO: Add the force instead of only setting it to support multiple forces per frame? 3062 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2846 m_forceToApply = direc; 3063 m_forceToApply = direc;
3064 Animator.UpdateMovementAnimations();
2847 } 3065 }
2848 3066
2849 #endregion 3067 #endregion
@@ -2861,16 +3079,12 @@ namespace OpenSim.Region.Framework.Scenes
2861 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 3079 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2862 // grab the latest PhysicsActor velocity, whereas m_velocity is often 3080 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2863 // storing a requested force instead of an actual traveling velocity 3081 // storing a requested force instead of an actual traveling velocity
3082 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
3083 SendAvatarDataToAllAgents();
2864 3084
2865 // Throw away duplicate or insignificant updates 3085 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2866 if ( 3086 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2867 // If the velocity has become zero, send it no matter what. 3087 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2868 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2869 // otherwise, if things have changed reasonably, send the update
2870 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2871 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2872 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2873
2874 { 3088 {
2875 SendTerseUpdateToAllClients(); 3089 SendTerseUpdateToAllClients();
2876 3090
@@ -3031,8 +3245,8 @@ namespace OpenSim.Region.Framework.Scenes
3031 // appearance goes into the avatar update packet 3245 // appearance goes into the avatar update packet
3032 SendAvatarDataToAllAgents(); 3246 SendAvatarDataToAllAgents();
3033 3247
3034 // This invocation always shows up in the viewer logs as an error. 3248 // This invocation always shows up in the viewer logs as an error. Is it needed?
3035 // SendAppearanceToAgent(this); 3249 SendAppearanceToAgent(this);
3036 3250
3037 // If we are using the the cached appearance then send it out to everyone 3251 // If we are using the the cached appearance then send it out to everyone
3038 if (cachedappearance) 3252 if (cachedappearance)
@@ -3063,6 +3277,8 @@ namespace OpenSim.Region.Framework.Scenes
3063 return; 3277 return;
3064 } 3278 }
3065 3279
3280 m_lastSize = Appearance.AvatarSize;
3281
3066 int count = 0; 3282 int count = 0;
3067 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 3283 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
3068 { 3284 {
@@ -3170,6 +3386,8 @@ namespace OpenSim.Region.Framework.Scenes
3170 3386
3171 avatar.ControllingClient.SendAppearance( 3387 avatar.ControllingClient.SendAppearance(
3172 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3388 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3389
3390
3173 } 3391 }
3174 3392
3175 #endregion 3393 #endregion
@@ -3243,17 +3461,22 @@ namespace OpenSim.Region.Framework.Scenes
3243 3461
3244 // If we don't have a PhysActor, we can't cross anyway 3462 // If we don't have a PhysActor, we can't cross anyway
3245 // Also don't do this while sat, sitting avatars cross with the 3463 // Also don't do this while sat, sitting avatars cross with the
3246 // object they sit on. 3464 // object they sit on. ParentUUID denoted a pending sit, don't
3247 if (ParentID != 0 || PhysicsActor == null) 3465 // interfere with it.
3466 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
3248 return; 3467 return;
3249 3468
3250 if (!IsInTransit) 3469 if (!IsInTransit)
3251 { 3470 {
3252 Vector3 pos2 = AbsolutePosition; 3471 Vector3 pos2 = AbsolutePosition;
3472 Vector3 origPosition = pos2;
3253 Vector3 vel = Velocity; 3473 Vector3 vel = Velocity;
3254 int neighbor = 0; 3474 int neighbor = 0;
3255 int[] fix = new int[2]; 3475 int[] fix = new int[2];
3256 3476
3477 // Compute the avatar position in the next physics tick.
3478 // If the avatar will be crossing, we force the crossing to happen now
3479 // in the hope that this will make the avatar movement smoother when crossing.
3257 float timeStep = 0.1f; 3480 float timeStep = 0.1f;
3258 pos2.X = pos2.X + (vel.X * timeStep); 3481 pos2.X = pos2.X + (vel.X * timeStep);
3259 pos2.Y = pos2.Y + (vel.Y * timeStep); 3482 pos2.Y = pos2.Y + (vel.Y * timeStep);
@@ -3261,111 +3484,44 @@ namespace OpenSim.Region.Framework.Scenes
3261 3484
3262 if (!IsInTransit) 3485 if (!IsInTransit)
3263 { 3486 {
3264// m_log.DebugFormat( 3487 if (!m_scene.PositionIsInCurrentRegion(pos2))
3265// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
3266// pos2, Name, Scene.Name);
3267
3268 // Checks if where it's headed exists a region
3269 bool needsTransit = false;
3270 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3271 { 3488 {
3272 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3489 m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}",
3490 LogHeader, Name, Scene.Name, pos2);
3491
3492 // Disconnect from the current region
3493 bool isFlying = Flying;
3494 RemoveFromPhysicalScene();
3495 // pos2 is the forcasted position so make that the 'current' position so the crossing
3496 // code will move us into the newly addressed region.
3497 m_pos = pos2;
3498 if (CrossToNewRegion())
3273 { 3499 {
3274 needsTransit = true; 3500 AddToPhysicalScene(isFlying);
3275 neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
3276 }
3277 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3278 {
3279 needsTransit = true;
3280 neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
3281 } 3501 }
3282 else 3502 else
3283 { 3503 {
3284 needsTransit = true; 3504 // Tried to make crossing happen but it failed.
3285 neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
3286 }
3287 }
3288 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3289 {
3290 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3291 {
3292 needsTransit = true;
3293 neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
3294 }
3295 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3296 {
3297 needsTransit = true;
3298 neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
3299 }
3300 else
3301 {
3302 needsTransit = true;
3303 neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
3304 }
3305 }
3306 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3307 {
3308 needsTransit = true;
3309 neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
3310 }
3311 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3312 {
3313 needsTransit = true;
3314 neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
3315 }
3316
3317 // Makes sure avatar does not end up outside region
3318 if (neighbor <= 0)
3319 {
3320 if (needsTransit)
3321 {
3322 if (m_requestedSitTargetUUID == UUID.Zero) 3505 if (m_requestedSitTargetUUID == UUID.Zero)
3323 { 3506 {
3324 bool isFlying = Flying; 3507 m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader);
3325 RemoveFromPhysicalScene(); 3508 const float borderFudge = 0.1f;
3326 3509
3327 Vector3 pos = AbsolutePosition; 3510 if (origPosition.X < 0)
3328 if (AbsolutePosition.X < 0) 3511 origPosition.X = borderFudge;
3329 pos.X += Velocity.X * 2; 3512 else if (origPosition.X > (float)m_scene.RegionInfo.RegionSizeX)
3330 else if (AbsolutePosition.X > Constants.RegionSize) 3513 origPosition.X = (float)m_scene.RegionInfo.RegionSizeX - borderFudge;
3331 pos.X -= Velocity.X * 2; 3514 if (origPosition.Y < 0)
3332 if (AbsolutePosition.Y < 0) 3515 origPosition.Y = borderFudge;
3333 pos.Y += Velocity.Y * 2; 3516 else if (origPosition.Y > (float)m_scene.RegionInfo.RegionSizeY)
3334 else if (AbsolutePosition.Y > Constants.RegionSize) 3517 origPosition.Y = (float)m_scene.RegionInfo.RegionSizeY - borderFudge;
3335 pos.Y -= Velocity.Y * 2;
3336 Velocity = Vector3.Zero; 3518 Velocity = Vector3.Zero;
3337 AbsolutePosition = pos; 3519 AbsolutePosition = origPosition;
3338
3339// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
3340
3341 AddToPhysicalScene(isFlying);
3342 }
3343 }
3344 }
3345 else if (neighbor > 0)
3346 {
3347 if (!CrossToNewRegion())
3348 {
3349 if (m_requestedSitTargetUUID == UUID.Zero)
3350 {
3351 bool isFlying = Flying;
3352 RemoveFromPhysicalScene();
3353
3354 Vector3 pos = AbsolutePosition;
3355 if (AbsolutePosition.X < 0)
3356 pos.X += Velocity.X * 2;
3357 else if (AbsolutePosition.X > Constants.RegionSize)
3358 pos.X -= Velocity.X * 2;
3359 if (AbsolutePosition.Y < 0)
3360 pos.Y += Velocity.Y * 2;
3361 else if (AbsolutePosition.Y > Constants.RegionSize)
3362 pos.Y -= Velocity.Y * 2;
3363 Velocity = Vector3.Zero;
3364 AbsolutePosition = pos;
3365 3520
3366 AddToPhysicalScene(isFlying); 3521 AddToPhysicalScene(isFlying);
3367 } 3522 }
3368 } 3523 }
3524
3369 } 3525 }
3370 } 3526 }
3371 else 3527 else
@@ -3407,7 +3563,7 @@ namespace OpenSim.Region.Framework.Scenes
3407 3563
3408 // Put the child agent back at the center 3564 // Put the child agent back at the center
3409 AbsolutePosition 3565 AbsolutePosition
3410 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3566 = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
3411 3567
3412 Animator.ResetAnimations(); 3568 Animator.ResetAnimations();
3413 } 3569 }
@@ -3434,9 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes
3434 if (handle != Scene.RegionInfo.RegionHandle) 3590 if (handle != Scene.RegionInfo.RegionHandle)
3435 { 3591 {
3436 uint x, y; 3592 uint x, y;
3437 Utils.LongToUInts(handle, out x, out y); 3593 Util.RegionHandleToRegionLoc(handle, out x, out y);
3438 x = x / Constants.RegionSize;
3439 y = y / Constants.RegionSize;
3440 3594
3441// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3595// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3442// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3596// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
@@ -3517,8 +3671,9 @@ namespace OpenSim.Region.Framework.Scenes
3517 return; 3671 return;
3518 3672
3519 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 3673 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3520 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 3674 // Find the distance (in meters) between the two regions
3521 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 3675 uint shiftx = Util.RegionToWorldLoc(rRegionX - tRegionX);
3676 uint shifty = Util.RegionToWorldLoc(rRegionY - tRegionY);
3522 3677
3523 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3678 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3524 3679
@@ -3588,6 +3743,9 @@ namespace OpenSim.Region.Framework.Scenes
3588 cAgent.AlwaysRun = SetAlwaysRun; 3743 cAgent.AlwaysRun = SetAlwaysRun;
3589 3744
3590 cAgent.Appearance = new AvatarAppearance(Appearance); 3745 cAgent.Appearance = new AvatarAppearance(Appearance);
3746
3747 cAgent.ParentPart = ParentUUID;
3748 cAgent.SitOffset = PrevSitOffset;
3591 3749
3592 lock (scriptedcontrols) 3750 lock (scriptedcontrols)
3593 { 3751 {
@@ -3596,7 +3754,7 @@ namespace OpenSim.Region.Framework.Scenes
3596 3754
3597 foreach (ScriptControllers c in scriptedcontrols.Values) 3755 foreach (ScriptControllers c in scriptedcontrols.Values)
3598 { 3756 {
3599 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3757 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3600 } 3758 }
3601 cAgent.Controllers = controls; 3759 cAgent.Controllers = controls;
3602 } 3760 }
@@ -3630,6 +3788,8 @@ namespace OpenSim.Region.Framework.Scenes
3630 CameraAtAxis = cAgent.AtAxis; 3788 CameraAtAxis = cAgent.AtAxis;
3631 CameraLeftAxis = cAgent.LeftAxis; 3789 CameraLeftAxis = cAgent.LeftAxis;
3632 CameraUpAxis = cAgent.UpAxis; 3790 CameraUpAxis = cAgent.UpAxis;
3791 ParentUUID = cAgent.ParentPart;
3792 PrevSitOffset = cAgent.SitOffset;
3633 3793
3634 // When we get to the point of re-computing neighbors everytime this 3794 // When we get to the point of re-computing neighbors everytime this
3635 // changes, then start using the agent's drawdistance rather than the 3795 // changes, then start using the agent's drawdistance rather than the
@@ -3667,6 +3827,7 @@ namespace OpenSim.Region.Framework.Scenes
3667 foreach (ControllerData c in cAgent.Controllers) 3827 foreach (ControllerData c in cAgent.Controllers)
3668 { 3828 {
3669 ScriptControllers sc = new ScriptControllers(); 3829 ScriptControllers sc = new ScriptControllers();
3830 sc.objectID = c.ObjectID;
3670 sc.itemID = c.ItemID; 3831 sc.itemID = c.ItemID;
3671 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3832 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3672 sc.eventControls = (ScriptControlled)c.EventControls; 3833 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3732,20 +3893,27 @@ namespace OpenSim.Region.Framework.Scenes
3732 } 3893 }
3733 3894
3734 if (Appearance.AvatarHeight == 0) 3895 if (Appearance.AvatarHeight == 0)
3735 Appearance.SetHeight(); 3896// Appearance.SetHeight();
3897 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3736 3898
3737 PhysicsScene scene = m_scene.PhysicsScene; 3899 PhysicsScene scene = m_scene.PhysicsScene;
3738 3900
3739 Vector3 pVec = AbsolutePosition; 3901 Vector3 pVec = AbsolutePosition;
3740 3902
3903/*
3741 PhysicsActor = scene.AddAvatar( 3904 PhysicsActor = scene.AddAvatar(
3742 LocalId, Firstname + "." + Lastname, pVec, 3905 LocalId, Firstname + "." + Lastname, pVec,
3743 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3906 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3907*/
3908
3909 PhysicsActor = scene.AddAvatar(
3910 LocalId, Firstname + "." + Lastname, pVec,
3911 Appearance.AvatarBoxSize, isFlying);
3744 3912
3745 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3913 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3746 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3914 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3747 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3915 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3748 PhysicsActor.SubscribeEvents(500); 3916 PhysicsActor.SubscribeEvents(100);
3749 PhysicsActor.LocalID = LocalId; 3917 PhysicsActor.LocalID = LocalId;
3750 } 3918 }
3751 3919
@@ -3759,6 +3927,7 @@ namespace OpenSim.Region.Framework.Scenes
3759 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3927 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3760 } 3928 }
3761 3929
3930
3762 /// <summary> 3931 /// <summary>
3763 /// Event called by the physics plugin to tell the avatar about a collision. 3932 /// Event called by the physics plugin to tell the avatar about a collision.
3764 /// </summary> 3933 /// </summary>
@@ -3772,7 +3941,7 @@ namespace OpenSim.Region.Framework.Scenes
3772 /// <param name="e"></param> 3941 /// <param name="e"></param>
3773 public void PhysicsCollisionUpdate(EventArgs e) 3942 public void PhysicsCollisionUpdate(EventArgs e)
3774 { 3943 {
3775 if (IsChildAgent) 3944 if (IsChildAgent || Animator == null)
3776 return; 3945 return;
3777 3946
3778 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3947 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3789,7 +3958,6 @@ namespace OpenSim.Region.Framework.Scenes
3789 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3958 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3790 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3959 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3791 3960
3792 CollisionPlane = Vector4.UnitW;
3793 3961
3794// // No collisions at all means we may be flying. Update always 3962// // No collisions at all means we may be flying. Update always
3795// // to make falling work 3963// // to make falling work
@@ -3799,34 +3967,7 @@ namespace OpenSim.Region.Framework.Scenes
3799// m_lastColCount = coldata.Count; 3967// m_lastColCount = coldata.Count;
3800// } 3968// }
3801 3969
3802 if (coldata.Count != 0) 3970 CollisionPlane = Vector4.UnitW;
3803 {
3804 switch (Animator.CurrentMovementAnimation)
3805 {
3806 case "STAND":
3807 case "WALK":
3808 case "RUN":
3809 case "CROUCH":
3810 case "CROUCHWALK":
3811 {
3812 ContactPoint lowest;
3813 lowest.SurfaceNormal = Vector3.Zero;
3814 lowest.Position = Vector3.Zero;
3815 lowest.Position.Z = Single.NaN;
3816
3817 foreach (ContactPoint contact in coldata.Values)
3818 {
3819 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3820 {
3821 lowest = contact;
3822 }
3823 }
3824
3825 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3826 }
3827 break;
3828 }
3829 }
3830 3971
3831 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3972 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3832 if (Invulnerable || GodLevel > 0) 3973 if (Invulnerable || GodLevel > 0)
@@ -3925,6 +4066,12 @@ namespace OpenSim.Region.Framework.Scenes
3925 // m_reprioritizationTimer.Dispose(); 4066 // m_reprioritizationTimer.Dispose();
3926 4067
3927 RemoveFromPhysicalScene(); 4068 RemoveFromPhysicalScene();
4069
4070 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
4071
4072// if (Animator != null)
4073// Animator.Close();
4074 Animator = null;
3928 4075
3929 LifecycleState = ScenePresenceState.Removed; 4076 LifecycleState = ScenePresenceState.Removed;
3930 } 4077 }
@@ -4160,10 +4307,18 @@ namespace OpenSim.Region.Framework.Scenes
4160 4307
4161 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4308 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4162 { 4309 {
4310 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4311 if (p == null)
4312 return;
4313
4314 ControllingClient.SendTakeControls(controls, false, false);
4315 ControllingClient.SendTakeControls(controls, true, false);
4316
4163 ScriptControllers obj = new ScriptControllers(); 4317 ScriptControllers obj = new ScriptControllers();
4164 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4318 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4165 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4319 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4166 4320
4321 obj.objectID = p.ParentGroup.UUID;
4167 obj.itemID = Script_item_UUID; 4322 obj.itemID = Script_item_UUID;
4168 if (pass_on == 0 && accept == 0) 4323 if (pass_on == 0 && accept == 0)
4169 { 4324 {
@@ -4212,6 +4367,21 @@ namespace OpenSim.Region.Framework.Scenes
4212 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4367 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4213 } 4368 }
4214 4369
4370 private void UnRegisterSeatControls(UUID obj)
4371 {
4372 List<UUID> takers = new List<UUID>();
4373
4374 foreach (ScriptControllers c in scriptedcontrols.Values)
4375 {
4376 if (c.objectID == obj)
4377 takers.Add(c.itemID);
4378 }
4379 foreach (UUID t in takers)
4380 {
4381 UnRegisterControlEventsToScript(0, t);
4382 }
4383 }
4384
4215 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4385 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4216 { 4386 {
4217 ScriptControllers takecontrols; 4387 ScriptControllers takecontrols;
@@ -4539,8 +4709,15 @@ namespace OpenSim.Region.Framework.Scenes
4539 } 4709 }
4540 } 4710 }
4541 4711
4712 // Modify landing point based on possible banning, telehubs or parcel restrictions.
4542 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4713 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4543 { 4714 {
4715 string reason;
4716
4717 // Honor bans
4718 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4719 return;
4720
4544 SceneObjectGroup telehub = null; 4721 SceneObjectGroup telehub = null;
4545 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4722 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4546 { 4723 {
@@ -4580,11 +4757,119 @@ namespace OpenSim.Region.Framework.Scenes
4580 pos = land.LandData.UserLocation; 4757 pos = land.LandData.UserLocation;
4581 } 4758 }
4582 } 4759 }
4583 4760
4584 land.SendLandUpdateToClient(ControllingClient); 4761 land.SendLandUpdateToClient(ControllingClient);
4585 } 4762 }
4586 } 4763 }
4587 4764
4765 private DetectedObject CreateDetObject(SceneObjectPart obj)
4766 {
4767 DetectedObject detobj = new DetectedObject();
4768 detobj.keyUUID = obj.UUID;
4769 detobj.nameStr = obj.Name;
4770 detobj.ownerUUID = obj.OwnerID;
4771 detobj.posVector = obj.AbsolutePosition;
4772 detobj.rotQuat = obj.GetWorldRotation();
4773 detobj.velVector = obj.Velocity;
4774 detobj.colliderType = 0;
4775 detobj.groupUUID = obj.GroupID;
4776
4777 return detobj;
4778 }
4779
4780 private DetectedObject CreateDetObject(ScenePresence av)
4781 {
4782 DetectedObject detobj = new DetectedObject();
4783 detobj.keyUUID = av.UUID;
4784 detobj.nameStr = av.ControllingClient.Name;
4785 detobj.ownerUUID = av.UUID;
4786 detobj.posVector = av.AbsolutePosition;
4787 detobj.rotQuat = av.Rotation;
4788 detobj.velVector = av.Velocity;
4789 detobj.colliderType = 0;
4790 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4791
4792 return detobj;
4793 }
4794
4795 private DetectedObject CreateDetObjectForGround()
4796 {
4797 DetectedObject detobj = new DetectedObject();
4798 detobj.keyUUID = UUID.Zero;
4799 detobj.nameStr = "";
4800 detobj.ownerUUID = UUID.Zero;
4801 detobj.posVector = AbsolutePosition;
4802 detobj.rotQuat = Quaternion.Identity;
4803 detobj.velVector = Vector3.Zero;
4804 detobj.colliderType = 0;
4805 detobj.groupUUID = UUID.Zero;
4806
4807 return detobj;
4808 }
4809
4810 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4811 {
4812 ColliderArgs colliderArgs = new ColliderArgs();
4813 List<DetectedObject> colliding = new List<DetectedObject>();
4814 foreach (uint localId in colliders)
4815 {
4816 if (localId == 0)
4817 continue;
4818
4819 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4820 if (obj != null)
4821 {
4822 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4823 colliding.Add(CreateDetObject(obj));
4824 }
4825 else
4826 {
4827 ScenePresence av = m_scene.GetScenePresence(localId);
4828 if (av != null && (!av.IsChildAgent))
4829 {
4830 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4831 colliding.Add(CreateDetObject(av));
4832 }
4833 }
4834 }
4835
4836 colliderArgs.Colliders = colliding;
4837
4838 return colliderArgs;
4839 }
4840
4841 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4842
4843 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4844 {
4845 ColliderArgs CollidingMessage;
4846
4847 if (colliders.Count > 0)
4848 {
4849 if ((dest.RootPart.ScriptEvents & ev) != 0)
4850 {
4851 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4852
4853 if (CollidingMessage.Colliders.Count > 0)
4854 notify(dest.RootPart.LocalId, CollidingMessage);
4855 }
4856 }
4857 }
4858
4859 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4860 {
4861 if ((dest.RootPart.ScriptEvents & ev) != 0)
4862 {
4863 ColliderArgs LandCollidingMessage = new ColliderArgs();
4864 List<DetectedObject> colliding = new List<DetectedObject>();
4865
4866 colliding.Add(CreateDetObjectForGround());
4867 LandCollidingMessage.Colliders = colliding;
4868
4869 notify(dest.RootPart.LocalId, LandCollidingMessage);
4870 }
4871 }
4872
4588 private void TeleportFlagsDebug() { 4873 private void TeleportFlagsDebug() {
4589 4874
4590 // Some temporary debugging help to show all the TeleportFlags we have... 4875 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4609,6 +4894,5 @@ namespace OpenSim.Region.Framework.Scenes
4609 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4894 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4610 4895
4611 } 4896 }
4612
4613 } 4897 }
4614} 4898}
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index c0ca48e..60dc6c9 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -25,14 +25,21 @@
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 OpenSim.Framework;
29using OpenSim.Region.Framework.Interfaces;
30using System; 28using System;
29using System.IO;
31using System.Text; 30using System.Text;
31using System.Reflection;
32using System.Xml; 32using System.Xml;
33using System.IO;
34using System.Xml.Serialization; 33using System.Xml.Serialization;
35 34
35using OpenSim.Data;
36using OpenSim.Framework;
37using OpenSim.Region.Framework.Interfaces;
38
39using OpenMetaverse;
40
41using log4net;
42
36namespace OpenSim.Region.Framework.Scenes 43namespace OpenSim.Region.Framework.Scenes
37{ 44{
38 /// <summary> 45 /// <summary>
@@ -40,132 +47,146 @@ namespace OpenSim.Region.Framework.Scenes
40 /// </summary> 47 /// </summary>
41 public class TerrainChannel : ITerrainChannel 48 public class TerrainChannel : ITerrainChannel
42 { 49 {
43 private readonly bool[,] taint; 50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 private double[,] map; 51 private static string LogHeader = "[TERRAIN CHANNEL]";
45 52
53 protected TerrainData m_terrainData;
54
55 public int Width { get { return m_terrainData.SizeX; } } // X dimension
56 // Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
57 public int Height { get { return m_terrainData.SizeY; } } // Y dimension
58 public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension
59
60 // Default, not-often-used builder
46 public TerrainChannel() 61 public TerrainChannel()
47 { 62 {
48 map = new double[Constants.RegionSize, Constants.RegionSize]; 63 m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
49 taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16]; 64 FlatLand();
50 65 // PinHeadIsland();
51 PinHeadIsland();
52 } 66 }
53 67
54 public TerrainChannel(String type) 68 // Create terrain of given size
69 public TerrainChannel(int pX, int pY)
55 { 70 {
56 map = new double[Constants.RegionSize, Constants.RegionSize]; 71 m_terrainData = new HeightmapTerrainData(pX, pY, (int)Constants.RegionHeight);
57 taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16]; 72 }
58 73
74 // Create terrain of specified size and initialize with specified terrain.
75 // TODO: join this with the terrain initializers.
76 public TerrainChannel(String type, int pX, int pY, int pZ)
77 {
78 m_terrainData = new HeightmapTerrainData(pX, pY, pZ);
59 if (type.Equals("flat")) 79 if (type.Equals("flat"))
60 FlatLand(); 80 FlatLand();
61 else 81 else
62 PinHeadIsland(); 82 PinHeadIsland();
63 } 83 }
64 84
65 public TerrainChannel(double[,] import) 85 // Create channel passed a heightmap and expected dimensions of the region.
86 // The heightmap might not fit the passed size so accomodations must be made.
87 public TerrainChannel(double[,] pM, int pSizeX, int pSizeY, int pAltitude)
66 { 88 {
67 map = import; 89 int hmSizeX = pM.GetLength(0);
68 taint = new bool[import.GetLength(0),import.GetLength(1)]; 90 int hmSizeY = pM.GetLength(1);
69 }
70 91
71 public TerrainChannel(bool createMap) 92 m_terrainData = new HeightmapTerrainData(pSizeX, pSizeY, pAltitude);
72 { 93
73 if (createMap) 94 for (int xx = 0; xx < pSizeX; xx++)
74 { 95 for (int yy = 0; yy < pSizeY; yy++)
75 map = new double[Constants.RegionSize,Constants.RegionSize]; 96 if (xx > hmSizeX || yy > hmSizeY)
76 taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16]; 97 m_terrainData[xx, yy] = TerrainData.DefaultTerrainHeight;
77 } 98 else
99 m_terrainData[xx, yy] = (float)pM[xx, yy];
78 } 100 }
79 101
80 public TerrainChannel(int w, int h) 102 public TerrainChannel(TerrainData pTerrData)
81 { 103 {
82 map = new double[w,h]; 104 m_terrainData = pTerrData;
83 taint = new bool[w / 16,h / 16];
84 } 105 }
85 106
86 #region ITerrainChannel Members 107 #region ITerrainChannel Members
87 108
88 public int Width 109 // ITerrainChannel.MakeCopy()
110 public ITerrainChannel MakeCopy()
89 { 111 {
90 get { return map.GetLength(0); } 112 return this.Copy();
91 } 113 }
92 114
93 public int Height 115 // ITerrainChannel.GetTerrainData()
116 public TerrainData GetTerrainData()
94 { 117 {
95 get { return map.GetLength(1); } 118 return m_terrainData;
96 } 119 }
97 120
98 public ITerrainChannel MakeCopy() 121 // ITerrainChannel.GetFloatsSerialized()
122 // This one dimensional version is ordered so height = map[y*sizeX+x];
123 // DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
124 // and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
125 public float[] GetFloatsSerialised()
99 { 126 {
100 TerrainChannel copy = new TerrainChannel(false); 127 int points = Width * Height;
101 copy.map = (double[,]) map.Clone(); 128 float[] heights = new float[points];
102 129
103 return copy; 130 int idx = 0;
131 for (int jj = 0; jj < Height; jj++)
132 for (int ii = 0; ii < Width; ii++)
133 {
134 heights[idx++] = m_terrainData[ii, jj];
135 }
136
137 return heights;
104 } 138 }
105 139
106 public float[] GetFloatsSerialised() 140 // ITerrainChannel.GetDoubles()
141 public double[,] GetDoubles()
107 { 142 {
108 // Move the member variables into local variables, calling 143 double[,] heights = new double[Width, Height];
109 // member variables 256*256 times gets expensive
110 int w = Width;
111 int h = Height;
112 float[] heights = new float[w * h];
113 144
114 int i, j; // map coordinates
115 int idx = 0; // index into serialized array 145 int idx = 0; // index into serialized array
116 for (i = 0; i < h; i++) 146 for (int ii = 0; ii < Width; ii++)
117 { 147 {
118 for (j = 0; j < w; j++) 148 for (int jj = 0; jj < Height; jj++)
119 { 149 {
120 heights[idx++] = (float)map[j, i]; 150 heights[ii, jj] = (double)m_terrainData[ii, jj];
151 idx++;
121 } 152 }
122 } 153 }
123 154
124 return heights; 155 return heights;
125 } 156 }
126 157
127 public double[,] GetDoubles() 158 // ITerrainChannel.this[x,y]
128 {
129 return map;
130 }
131
132 public double this[int x, int y] 159 public double this[int x, int y]
133 { 160 {
134 get { return map[x, y]; } 161 get {
162 if (x < 0 || x >= Width || y < 0 || y >= Height)
163 return 0;
164 return (double)m_terrainData[x, y];
165 }
135 set 166 set
136 { 167 {
137 // Will "fix" terrain hole problems. Although not fantastically.
138 if (Double.IsNaN(value) || Double.IsInfinity(value)) 168 if (Double.IsNaN(value) || Double.IsInfinity(value))
139 return; 169 return;
140 170
141 if (map[x, y] != value) 171 m_terrainData[x, y] = (float)value;
142 {
143 taint[x / 16, y / 16] = true;
144 map[x, y] = value;
145 }
146 } 172 }
147 } 173 }
148 174
149 public bool Tainted(int x, int y) 175 // ITerrainChannel.GetHieghtAtXYZ(x, y, z)
176 public float GetHeightAtXYZ(float x, float y, float z)
150 { 177 {
151 if (taint[x / 16, y / 16]) 178 if (x < 0 || x >= Width || y < 0 || y >= Height)
152 { 179 return 0;
153 taint[x / 16, y / 16] = false; 180 return m_terrainData[(int)x, (int)y];
154 return true;
155 }
156 return false;
157 } 181 }
158 182
159 #endregion 183 // ITerrainChannel.Tainted()
160 184 public bool Tainted(int x, int y)
161 public TerrainChannel Copy()
162 { 185 {
163 TerrainChannel copy = new TerrainChannel(false); 186 return m_terrainData.IsTaintedAt(x, y);
164 copy.map = (double[,]) map.Clone();
165
166 return copy;
167 } 187 }
168 188
189 // ITerrainChannel.SaveToXmlString()
169 public string SaveToXmlString() 190 public string SaveToXmlString()
170 { 191 {
171 XmlWriterSettings settings = new XmlWriterSettings(); 192 XmlWriterSettings settings = new XmlWriterSettings();
@@ -181,13 +202,7 @@ namespace OpenSim.Region.Framework.Scenes
181 } 202 }
182 } 203 }
183 204
184 private void WriteXml(XmlWriter writer) 205 // ITerrainChannel.LoadFromXmlString()
185 {
186 writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
187 ToXml(writer);
188 writer.WriteEndElement();
189 }
190
191 public void LoadFromXmlString(string data) 206 public void LoadFromXmlString(string data)
192 { 207 {
193 StringReader sr = new StringReader(data); 208 StringReader sr = new StringReader(data);
@@ -199,12 +214,124 @@ namespace OpenSim.Region.Framework.Scenes
199 sr.Close(); 214 sr.Close();
200 } 215 }
201 216
217 // ITerrainChannel.Merge
218 public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement)
219 {
220 m_log.DebugFormat("{0} Merge. inSize=<{1},{2}>, disp={3}, rot={4}, rotDisp={5}, outSize=<{6},{7}>", LogHeader,
221 newTerrain.Width, newTerrain.Height,
222 displacement, radianRotation, rotationDisplacement,
223 m_terrainData.SizeX, m_terrainData.SizeY);
224 for (int xx = 0; xx < newTerrain.Width; xx++)
225 {
226 for (int yy = 0; yy < newTerrain.Height; yy++)
227 {
228 int dispX = (int)displacement.X;
229 int dispY = (int)displacement.Y;
230 float newHeight = (float)newTerrain[xx, yy] + displacement.Z;
231 if (radianRotation == 0)
232 {
233 // If no rotation, place the new height in the specified location
234 dispX += xx;
235 dispY += yy;
236 if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
237 {
238 m_terrainData[dispX, dispY] = newHeight;
239 }
240 }
241 else
242 {
243 // If rotating, we have to smooth the result because the conversion
244 // to ints will mean heightmap entries will not get changed
245 // First compute the rotation location for the new height.
246 dispX += (int)(rotationDisplacement.X
247 + ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation)
248 - ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) );
249
250 dispY += (int)(rotationDisplacement.Y
251 + ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation)
252 + ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) );
253
254 if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
255 {
256 float oldHeight = m_terrainData[dispX, dispY];
257 // Smooth the heights around this location if the old height is far from this one
258 for (int sxx = dispX - 2; sxx < dispX + 2; sxx++)
259 {
260 for (int syy = dispY - 2; syy < dispY + 2; syy++)
261 {
262 if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY)
263 {
264 if (sxx == dispX && syy == dispY)
265 {
266 // Set height for the exact rotated point
267 m_terrainData[dispX, dispY] = newHeight;
268 }
269 else
270 {
271 if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f)
272 {
273 // If the adjacent height is far off, force it to this height
274 m_terrainData[sxx, syy] = newHeight;
275 }
276 }
277 }
278 }
279 }
280 }
281
282 if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
283 {
284 m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy];
285 }
286 }
287 }
288 }
289 }
290
291 #endregion
292
293 public TerrainChannel Copy()
294 {
295 TerrainChannel copy = new TerrainChannel();
296 copy.m_terrainData = m_terrainData.Clone();
297 return copy;
298 }
299
300 private void WriteXml(XmlWriter writer)
301 {
302 if (Width == Constants.RegionSize && Height == Constants.RegionSize)
303 {
304 // Downward compatibility for legacy region terrain maps.
305 // If region is exactly legacy size, return the old format XML.
306 writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
307 ToXml(writer);
308 writer.WriteEndElement();
309 }
310 else
311 {
312 // New format XML that includes width and length.
313 writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
314 ToXml2(writer);
315 writer.WriteEndElement();
316 }
317 }
318
202 private void ReadXml(XmlReader reader) 319 private void ReadXml(XmlReader reader)
203 { 320 {
204 reader.ReadStartElement("TerrainMap"); 321 // Check the first element. If legacy element, use the legacy reader.
205 FromXml(reader); 322 if (reader.IsStartElement("TerrainMap"))
323 {
324 reader.ReadStartElement("TerrainMap");
325 FromXml(reader);
326 }
327 else
328 {
329 reader.ReadStartElement("TerrainMap2");
330 FromXml2(reader);
331 }
206 } 332 }
207 333
334 // Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
208 private void ToXml(XmlWriter xmlWriter) 335 private void ToXml(XmlWriter xmlWriter)
209 { 336 {
210 float[] mapData = GetFloatsSerialised(); 337 float[] mapData = GetFloatsSerialised();
@@ -218,12 +345,15 @@ namespace OpenSim.Region.Framework.Scenes
218 serializer.Serialize(xmlWriter, buffer); 345 serializer.Serialize(xmlWriter, buffer);
219 } 346 }
220 347
348 // Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
221 private void FromXml(XmlReader xmlReader) 349 private void FromXml(XmlReader xmlReader)
222 { 350 {
223 XmlSerializer serializer = new XmlSerializer(typeof(byte[])); 351 XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
224 byte[] dataArray = (byte[])serializer.Deserialize(xmlReader); 352 byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
225 int index = 0; 353 int index = 0;
226 354
355 m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);
356
227 for (int y = 0; y < Height; y++) 357 for (int y = 0; y < Height; y++)
228 { 358 {
229 for (int x = 0; x < Width; x++) 359 for (int x = 0; x < Width; x++)
@@ -236,35 +366,63 @@ namespace OpenSim.Region.Framework.Scenes
236 } 366 }
237 } 367 }
238 368
369 private class TerrainChannelXMLPackage
370 {
371 public int Version;
372 public int SizeX;
373 public int SizeY;
374 public int SizeZ;
375 public float CompressionFactor;
376 public short[] Map;
377 public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, short[] pMap)
378 {
379 Version = 1;
380 SizeX = pX;
381 SizeY = pY;
382 SizeZ = pZ;
383 CompressionFactor = pCompressionFactor;
384 Map = pMap;
385 }
386 }
387
388 // New terrain serialization format that includes the width and length.
389 private void ToXml2(XmlWriter xmlWriter)
390 {
391 TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.CompressionFactor,
392 m_terrainData.GetCompressedMap());
393 XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
394 serializer.Serialize(xmlWriter, package);
395 }
396
397 // New terrain serialization format that includes the width and length.
398 private void FromXml2(XmlReader xmlReader)
399 {
400 XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
401 TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
402 m_terrainData = new HeightmapTerrainData(package.Map, package.CompressionFactor, package.SizeX, package.SizeY, package.SizeZ);
403 }
404
405 // Fill the heightmap with the center bump terrain
239 private void PinHeadIsland() 406 private void PinHeadIsland()
240 { 407 {
241 int x; 408 for (int x = 0; x < Width; x++)
242 for (x = 0; x < Constants.RegionSize; x++)
243 { 409 {
244 int y; 410 for (int y = 0; y < Height; y++)
245 for (y = 0; y < Constants.RegionSize; y++)
246 { 411 {
247 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; 412 m_terrainData[x, y] = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
248 double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01; 413 float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 50) * 0.01d);
249 double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001; 414 float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 100) * 0.001d);
250 if (map[x, y] < spherFacA) 415 if (m_terrainData[x, y]< spherFacA)
251 map[x, y] = spherFacA; 416 m_terrainData[x, y]= spherFacA;
252 if (map[x, y] < spherFacB) 417 if (m_terrainData[x, y]< spherFacB)
253 map[x, y] = spherFacB; 418 m_terrainData[x, y] = spherFacB;
254 } 419 }
255 } 420 }
256 } 421 }
257 422
258 private void FlatLand() 423 private void FlatLand()
259 { 424 {
260 int x; 425 m_terrainData.ClearLand();
261 for (x = 0; x < Constants.RegionSize; x++)
262 {
263 int y;
264 for (y = 0; y < Constants.RegionSize; y++)
265 map[x, y] = 21;
266 }
267 } 426 }
268
269 } 427 }
270} 428}
diff --git a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
new file mode 100644
index 0000000..bdb748a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
@@ -0,0 +1,942 @@
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/* Freely adapted from the Aurora version of the terrain compressor.
29 * Copyright (c) Contributors, http://aurora-sim.org/, http://opensimulator.org/
30 */
31
32using System;
33using System.Reflection;
34
35using log4net;
36
37using OpenSim.Framework;
38using OpenSim.Region.Framework;
39using OpenSim.Region.Framework.Scenes;
40
41using OpenMetaverse;
42using OpenMetaverse.Packets;
43
44namespace OpenSim.Region.ClientStack.LindenUDP
45{
46 public static class OpenSimTerrainCompressor
47 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 private static string LogHeader = "[TERRAIN COMPRESSOR]";
50
51 public const int END_OF_PATCHES = 97;
52
53 private const float OO_SQRT2 = 0.7071067811865475244008443621049f;
54 private const int STRIDE = 264;
55
56 private const int ZERO_CODE = 0x0;
57 private const int ZERO_EOB = 0x2;
58 private const int POSITIVE_VALUE = 0x6;
59 private const int NEGATIVE_VALUE = 0x7;
60
61 private static readonly float[] DequantizeTable16 =
62 new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
63
64 private static readonly float[] DequantizeTable32 =
65 new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
66
67 private static readonly float[] CosineTable16 = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
68 //private static readonly float[] CosineTable32 = new float[Constants.TerrainPatchSize * Constants.TerrainPatchSize];
69 private static readonly int[] CopyMatrix16 = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
70 private static readonly int[] CopyMatrix32 = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
71
72 private static readonly float[] QuantizeTable16 =
73 new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
74
75 static OpenSimTerrainCompressor()
76 {
77 // Initialize the decompression tables
78 BuildDequantizeTable16();
79 SetupCosines16();
80 BuildCopyMatrix16();
81 BuildQuantizeTable16();
82 }
83
84 // Unused: left for historical reference.
85 public static LayerDataPacket CreateLayerDataPacket(TerrainPatch[] patches, byte type, int pRegionSizeX,
86 int pRegionSizeY)
87 {
88 LayerDataPacket layer = new LayerDataPacket {LayerID = {Type = type}};
89
90 TerrainPatch.GroupHeader header = new TerrainPatch.GroupHeader
91 {Stride = STRIDE, PatchSize = Constants.TerrainPatchSize};
92
93 // Should be enough to fit even the most poorly packed data
94 byte[] data = new byte[patches.Length*Constants.TerrainPatchSize*Constants.TerrainPatchSize*2];
95 BitPack bitpack = new BitPack(data, 0);
96 bitpack.PackBits(header.Stride, 16);
97 bitpack.PackBits(header.PatchSize, 8);
98 bitpack.PackBits(type, 8);
99
100 foreach (TerrainPatch t in patches)
101 CreatePatch(bitpack, t.Data, t.X, t.Y, pRegionSizeX, pRegionSizeY);
102
103 bitpack.PackBits(END_OF_PATCHES, 8);
104
105 layer.LayerData.Data = new byte[bitpack.BytePos + 1];
106 Buffer.BlockCopy(bitpack.Data, 0, layer.LayerData.Data, 0, bitpack.BytePos + 1);
107
108 return layer;
109 }
110
111 // Create a land packet for a single patch.
112 public static LayerDataPacket CreateLandPacket(TerrainData terrData, int patchX, int patchY)
113 {
114 int[] xPieces = new int[1];
115 int[] yPieces = new int[1];
116 xPieces[0] = patchX; // patch X dimension
117 yPieces[0] = patchY;
118
119 byte landPacketType = (byte)TerrainPatch.LayerType.Land;
120 if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
121 {
122 landPacketType = (byte)TerrainPatch.LayerType.LandExtended;
123 }
124
125 return CreateLandPacket(terrData, xPieces, yPieces, landPacketType);
126 }
127
128 /// <summary>
129 /// Creates a LayerData packet for compressed land data given a full
130 /// simulator heightmap and an array of indices of patches to compress
131 /// </summary>
132 /// <param name="terrData">
133 /// Terrain data that can result in a meter square heightmap.
134 /// </param>
135 /// <param name="x">
136 /// Array of indexes in the grid of patches
137 /// for this simulator.
138 /// If creating a packet for multiple patches, there will be entries in
139 /// both the X and Y arrays for each of the patches.
140 /// For example if patches 1 and 17 are to be sent,
141 /// x[] = {1,1} and y[] = {0,1} which specifies the patches at
142 /// indexes <1,0> and <1,1> (presuming the terrain size is 16x16 patches).
143 /// </param>
144 /// <param name="y">
145 /// Array of indexes in the grid of patches.
146 /// </param>
147 /// <param name="type"></param>
148 /// <param name="pRegionSizeX"></param>
149 /// <param name="pRegionSizeY"></param>
150 /// <returns></returns>
151 public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
152 {
153 LayerDataPacket layer = new LayerDataPacket {LayerID = {Type = type}};
154
155 TerrainPatch.GroupHeader header = new TerrainPatch.GroupHeader
156 {Stride = STRIDE, PatchSize = Constants.TerrainPatchSize};
157
158 byte[] data = new byte[x.Length * Constants.TerrainPatchSize * Constants.TerrainPatchSize * 2];
159 BitPack bitpack = new BitPack(data, 0);
160 bitpack.PackBits(header.Stride, 16);
161 bitpack.PackBits(header.PatchSize, 8);
162 bitpack.PackBits(type, 8);
163
164 for (int i = 0; i < x.Length; i++)
165 CreatePatchFromHeightmap(bitpack, terrData, x[i], y[i]);
166
167 bitpack.PackBits(END_OF_PATCHES, 8);
168
169 layer.LayerData.Data = new byte[bitpack.BytePos + 1];
170 Buffer.BlockCopy(bitpack.Data, 0, layer.LayerData.Data, 0, bitpack.BytePos + 1);
171
172 return layer;
173 }
174
175 // Unused: left for historical reference.
176 public static void CreatePatch(BitPack output, float[] patchData, int x, int y, int pRegionSizeX, int pRegionSizeY)
177 {
178 TerrainPatch.Header header = PrescanPatch(patchData);
179 header.QuantWBits = 136;
180 if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
181 {
182 header.PatchIDs = (y & 0xFFFF);
183 header.PatchIDs += (x << 16);
184 }
185 else
186 {
187 header.PatchIDs = (y & 0x1F);
188 header.PatchIDs += (x << 5);
189 }
190
191 // NOTE: No idea what prequant and postquant should be or what they do
192
193 int wbits;
194 int[] patch = CompressPatch(patchData, header, 10, out wbits);
195 wbits = EncodePatchHeader(output, header, patch, (uint)pRegionSizeX, (uint)pRegionSizeY, wbits);
196 EncodePatch(output, patch, 0, wbits);
197 }
198
199 /// <summary>
200 /// Add a patch of terrain to a BitPacker
201 /// </summary>
202 /// <param name="output">BitPacker to write the patch to</param>
203 /// <param name="heightmap">
204 /// Heightmap of the simulator. Presumed to be an sizeX*sizeY array.
205 /// </param>
206 /// <param name="patchX">
207 /// X offset of the patch to create.
208 /// </param>
209 /// <param name="patchY">
210 /// Y offset of the patch to create.
211 /// </param>
212 /// <param name="pRegionSizeX"></param>
213 /// <param name="pRegionSizeY"></param>
214 public static void CreatePatchFromHeightmap(BitPack output, TerrainData terrData, int patchX, int patchY)
215 {
216 TerrainPatch.Header header = PrescanPatch(terrData, patchX, patchY);
217 header.QuantWBits = 136;
218
219 // If larger than legacy region size, pack patch X and Y info differently.
220 if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
221 {
222 header.PatchIDs = (patchY & 0xFFFF);
223 header.PatchIDs += (patchX << 16);
224 }
225 else
226 {
227 header.PatchIDs = (patchY & 0x1F);
228 header.PatchIDs += (patchX << 5);
229 }
230
231 // m_log.DebugFormat("{0} CreatePatchFromHeightmap. patchX={1}, patchY={2}, DCOffset={3}, range={4}",
232 // LogHeader, patchX, patchY, header.DCOffset, header.Range);
233
234 // NOTE: No idea what prequant and postquant should be or what they do
235 int wbits;
236 int[] patch = CompressPatch(terrData, patchX, patchY, header, 10, out wbits);
237 wbits = EncodePatchHeader(output, header, patch, (uint)terrData.SizeX, (uint)terrData.SizeY, wbits);
238 EncodePatch(output, patch, 0, wbits);
239 }
240
241 private static TerrainPatch.Header PrescanPatch(float[] patch)
242 {
243 TerrainPatch.Header header = new TerrainPatch.Header();
244 float zmax = -99999999.0f;
245 float zmin = 99999999.0f;
246
247 for (int i = 0; i < Constants.TerrainPatchSize*Constants.TerrainPatchSize; i++)
248 {
249 float val = patch[i];
250 if (val > zmax) zmax = val;
251 if (val < zmin) zmin = val;
252 }
253
254 header.DCOffset = zmin;
255 header.Range = (int) ((zmax - zmin) + 1.0f);
256
257 return header;
258 }
259
260 // Scan the height info we're returning and return a patch packet header for this patch.
261 private static TerrainPatch.Header PrescanPatch(TerrainData terrData, int patchX, int patchY)
262 {
263 TerrainPatch.Header header = new TerrainPatch.Header();
264 float zmax = -99999999.0f;
265 float zmin = 99999999.0f;
266
267 for (int j = patchY*Constants.TerrainPatchSize; j < (patchY + 1)*Constants.TerrainPatchSize; j++)
268 {
269 for (int i = patchX*Constants.TerrainPatchSize; i < (patchX + 1)*Constants.TerrainPatchSize; i++)
270 {
271 float val = terrData[i, j];
272 if (val > zmax) zmax = val;
273 if (val < zmin) zmin = val;
274 }
275 }
276
277 header.DCOffset = zmin;
278 header.Range = (int)(zmax - zmin + 1.0f);
279
280 return header;
281 }
282
283 public static TerrainPatch.Header DecodePatchHeader(BitPack bitpack)
284 {
285 TerrainPatch.Header header = new TerrainPatch.Header {QuantWBits = bitpack.UnpackBits(8)};
286
287 // Quantized word bits
288 if (header.QuantWBits == END_OF_PATCHES)
289 return header;
290
291 // DC offset
292 header.DCOffset = bitpack.UnpackFloat();
293
294 // Range
295 header.Range = bitpack.UnpackBits(16);
296
297 // Patch IDs (10 bits)
298 header.PatchIDs = bitpack.UnpackBits(10);
299
300 // Word bits
301 header.WordBits = (uint) ((header.QuantWBits & 0x0f) + 2);
302
303 return header;
304 }
305
306 private static int EncodePatchHeader(BitPack output, TerrainPatch.Header header, int[] patch, uint pRegionSizeX,
307 uint pRegionSizeY, int wbits)
308 {
309 /*
310 int temp;
311 int wbits = (header.QuantWBits & 0x0f) + 2;
312 uint maxWbits = (uint)wbits + 5;
313 uint minWbits = ((uint)wbits >> 1);
314 int wbitsMaxValue;
315 */
316 // goal is to determ minimum number of bits to use so all data fits
317 /*
318 wbits = (int)minWbits;
319 wbitsMaxValue = (1 << wbits);
320
321 for (int i = 0; i < patch.Length; i++)
322 {
323 temp = patch[i];
324 if (temp != 0)
325 {
326 // Get the absolute value
327 if (temp < 0) temp *= -1;
328
329 no coments..
330
331 for (int j = (int)maxWbits; j > (int)minWbits; j--)
332 {
333 if ((temp & (1 << j)) != 0)
334 {
335 if (j > wbits) wbits = j;
336 break;
337 }
338 }
339
340 while (temp > wbitsMaxValue)
341 {
342 wbits++;
343 if (wbits == maxWbits)
344 goto Done;
345 wbitsMaxValue = 1 << wbits;
346 }
347 }
348 }
349
350 Done:
351
352 // wbits += 1;
353 */
354 // better check
355 if (wbits > 17)
356 wbits = 16;
357 else if (wbits < 3)
358 wbits = 3;
359
360 header.QuantWBits &= 0xf0;
361
362 header.QuantWBits |= (wbits - 2);
363
364 output.PackBits(header.QuantWBits, 8);
365 output.PackFloat(header.DCOffset);
366 output.PackBits(header.Range, 16);
367 if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
368 output.PackBits(header.PatchIDs, 32);
369 else
370 output.PackBits(header.PatchIDs, 10);
371
372 return wbits;
373 }
374
375 private static void IDCTColumn16(float[] linein, float[] lineout, int column)
376 {
377 for (int n = 0; n < Constants.TerrainPatchSize; n++)
378 {
379 float total = OO_SQRT2*linein[column];
380
381 for (int u = 1; u < Constants.TerrainPatchSize; u++)
382 {
383 int usize = u*Constants.TerrainPatchSize;
384 total += linein[usize + column]*CosineTable16[usize + n];
385 }
386
387 lineout[Constants.TerrainPatchSize*n + column] = total;
388 }
389 }
390
391 private static void IDCTLine16(float[] linein, float[] lineout, int line)
392 {
393 const float oosob = 2.0f/Constants.TerrainPatchSize;
394 int lineSize = line*Constants.TerrainPatchSize;
395
396 for (int n = 0; n < Constants.TerrainPatchSize; n++)
397 {
398 float total = OO_SQRT2*linein[lineSize];
399
400 for (int u = 1; u < Constants.TerrainPatchSize; u++)
401 {
402 total += linein[lineSize + u]*CosineTable16[u*Constants.TerrainPatchSize + n];
403 }
404
405 lineout[lineSize + n] = total*oosob;
406 }
407 }
408
409/*
410 private static void DCTLine16(float[] linein, float[] lineout, int line)
411 {
412 float total = 0.0f;
413 int lineSize = line * Constants.TerrainPatchSize;
414
415 for (int n = 0; n < Constants.TerrainPatchSize; n++)
416 {
417 total += linein[lineSize + n];
418 }
419
420 lineout[lineSize] = OO_SQRT2 * total;
421
422 int uptr = 0;
423 for (int u = 1; u < Constants.TerrainPatchSize; u++)
424 {
425 total = 0.0f;
426 uptr += Constants.TerrainPatchSize;
427
428 for (int n = 0; n < Constants.TerrainPatchSize; n++)
429 {
430 total += linein[lineSize + n] * CosineTable16[uptr + n];
431 }
432
433 lineout[lineSize + u] = total;
434 }
435 }
436*/
437
438 private static void DCTLine16(float[] linein, float[] lineout, int line)
439 {
440 // outputs transpose data (lines exchanged with coluns )
441 // so to save a bit of cpu when doing coluns
442 float total = 0.0f;
443 int lineSize = line*Constants.TerrainPatchSize;
444
445 for (int n = 0; n < Constants.TerrainPatchSize; n++)
446 {
447 total += linein[lineSize + n];
448 }
449
450 lineout[line] = OO_SQRT2*total;
451
452 for (int u = Constants.TerrainPatchSize;
453 u < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
454 u += Constants.TerrainPatchSize)
455 {
456 total = 0.0f;
457 for (int ptrn = lineSize, ptru = u; ptrn < lineSize + Constants.TerrainPatchSize; ptrn++,ptru++)
458 {
459 total += linein[ptrn]*CosineTable16[ptru];
460 }
461
462 lineout[line + u] = total;
463 }
464 }
465
466
467 /*
468 private static void DCTColumn16(float[] linein, int[] lineout, int column)
469 {
470 float total = 0.0f;
471 // const float oosob = 2.0f / Constants.TerrainPatchSize;
472
473 for (int n = 0; n < Constants.TerrainPatchSize; n++)
474 {
475 total += linein[Constants.TerrainPatchSize * n + column];
476 }
477
478 // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
479 lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * QuantizeTable16[column]);
480
481 for (int uptr = Constants.TerrainPatchSize; uptr < Constants.TerrainPatchSize * Constants.TerrainPatchSize; uptr += Constants.TerrainPatchSize)
482 {
483 total = 0.0f;
484
485 for (int n = 0; n < Constants.TerrainPatchSize; n++)
486 {
487 total += linein[Constants.TerrainPatchSize * n + column] * CosineTable16[uptr + n];
488 }
489
490 // lineout[CopyMatrix16[Constants.TerrainPatchSize * u + column]] = (int)(total * oosob * QuantizeTable16[Constants.TerrainPatchSize * u + column]);
491 lineout[CopyMatrix16[uptr + column]] = (int)(total * QuantizeTable16[uptr + column]);
492 }
493 }
494 */
495
496 private static void DCTColumn16(float[] linein, int[] lineout, int column)
497 {
498 // input columns are in fact stored in lines now
499
500 float total = 0.0f;
501// const float oosob = 2.0f / Constants.TerrainPatchSize;
502 int inlinesptr = Constants.TerrainPatchSize*column;
503
504 for (int n = 0; n < Constants.TerrainPatchSize; n++)
505 {
506 total += linein[inlinesptr + n];
507 }
508
509 // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
510 lineout[CopyMatrix16[column]] = (int) (OO_SQRT2*total*QuantizeTable16[column]);
511
512 for (int uptr = Constants.TerrainPatchSize;
513 uptr < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
514 uptr += Constants.TerrainPatchSize)
515 {
516 total = 0.0f;
517
518 for (int n = inlinesptr, ptru = uptr; n < inlinesptr + Constants.TerrainPatchSize; n++, ptru++)
519 {
520 total += linein[n]*CosineTable16[ptru];
521 }
522
523// lineout[CopyMatrix16[Constants.TerrainPatchSize * u + column]] = (int)(total * oosob * QuantizeTable16[Constants.TerrainPatchSize * u + column]);
524 lineout[CopyMatrix16[uptr + column]] = (int) (total*QuantizeTable16[uptr + column]);
525 }
526 }
527
528 private static int DCTColumn16Wbits(float[] linein, int[] lineout, int column, int wbits, int maxwbits)
529 {
530 // input columns are in fact stored in lines now
531
532 bool dowbits = wbits != maxwbits;
533 int wbitsMaxValue = 1 << wbits;
534
535 float total = 0.0f;
536 // const float oosob = 2.0f / Constants.TerrainPatchSize;
537 int inlinesptr = Constants.TerrainPatchSize*column;
538
539 for (int n = 0; n < Constants.TerrainPatchSize; n++)
540 {
541 total += linein[inlinesptr + n];
542 }
543
544 // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
545 int tmp = (int) (OO_SQRT2*total*QuantizeTable16[column]);
546 lineout[CopyMatrix16[column]] = tmp;
547
548 if (dowbits)
549 {
550 if (tmp < 0) tmp *= -1;
551 while (tmp > wbitsMaxValue)
552 {
553 wbits++;
554 wbitsMaxValue = 1 << wbits;
555 if (wbits == maxwbits)
556 {
557 dowbits = false;
558 break;
559 }
560 }
561 }
562
563 for (int uptr = Constants.TerrainPatchSize;
564 uptr < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
565 uptr += Constants.TerrainPatchSize)
566 {
567 total = 0.0f;
568
569 for (int n = inlinesptr, ptru = uptr; n < inlinesptr + Constants.TerrainPatchSize; n++, ptru++)
570 {
571 total += linein[n]*CosineTable16[ptru];
572 }
573
574 tmp = (int) (total*QuantizeTable16[uptr + column]);
575 lineout[CopyMatrix16[uptr + column]] = tmp;
576
577 if (dowbits)
578 {
579 if (tmp < 0) tmp *= -1;
580 while (tmp > wbitsMaxValue)
581 {
582 wbits++;
583 wbitsMaxValue = 1 << wbits;
584 if (wbits == maxwbits)
585 {
586 dowbits = false;
587 break;
588 }
589 }
590 }
591 }
592 return wbits;
593 }
594
595 public static void DecodePatch(int[] patches, BitPack bitpack, TerrainPatch.Header header, int size)
596 {
597 for (int n = 0; n < size*size; n++)
598 {
599 // ?
600 int temp = bitpack.UnpackBits(1);
601 if (temp != 0)
602 {
603 // Value or EOB
604 temp = bitpack.UnpackBits(1);
605 if (temp != 0)
606 {
607 // Value
608 temp = bitpack.UnpackBits(1);
609 if (temp != 0)
610 {
611 // Negative
612 temp = bitpack.UnpackBits((int) header.WordBits);
613 patches[n] = temp*-1;
614 }
615 else
616 {
617 // Positive
618 temp = bitpack.UnpackBits((int) header.WordBits);
619 patches[n] = temp;
620 }
621 }
622 else
623 {
624 // Set the rest to zero
625 // TODO: This might not be necessary
626 for (int o = n; o < size*size; o++)
627 {
628 patches[o] = 0;
629 }
630 break;
631 }
632 }
633 else
634 {
635 patches[n] = 0;
636 }
637 }
638 }
639
640 private static void EncodePatch(BitPack output, int[] patch, int postquant, int wbits)
641 {
642 int maxwbitssize = (1 << wbits) - 1;
643
644 if (postquant > Constants.TerrainPatchSize*Constants.TerrainPatchSize || postquant < 0)
645 {
646 Logger.Log("Postquant is outside the range of allowed values in EncodePatch()", Helpers.LogLevel.Error);
647 return;
648 }
649
650 if (postquant != 0) patch[Constants.TerrainPatchSize*Constants.TerrainPatchSize - postquant] = 0;
651
652 for (int i = 0; i < Constants.TerrainPatchSize*Constants.TerrainPatchSize; i++)
653 {
654 int temp = patch[i];
655
656 if (temp == 0)
657 {
658 bool eob = true;
659
660 for (int j = i; j < Constants.TerrainPatchSize*Constants.TerrainPatchSize - postquant; j++)
661 {
662 if (patch[j] != 0)
663 {
664 eob = false;
665 break;
666 }
667 }
668
669 if (eob)
670 {
671 output.PackBits(ZERO_EOB, 2);
672 return;
673 }
674 output.PackBits(ZERO_CODE, 1);
675 }
676 else
677 {
678 if (temp < 0)
679 {
680 temp *= -1;
681
682 if (temp > maxwbitssize) temp = maxwbitssize;
683
684 output.PackBits(NEGATIVE_VALUE, 3);
685 output.PackBits(temp, wbits);
686 }
687 else
688 {
689 if (temp > maxwbitssize) temp = maxwbitssize;
690
691 output.PackBits(POSITIVE_VALUE, 3);
692 output.PackBits(temp, wbits);
693 }
694 }
695 }
696 }
697
698 public static float[] DecompressPatch(int[] patches, TerrainPatch.Header header, TerrainPatch.GroupHeader group)
699 {
700 float[] block = new float[group.PatchSize*group.PatchSize];
701 float[] output = new float[group.PatchSize*group.PatchSize];
702 int prequant = (header.QuantWBits >> 4) + 2;
703 int quantize = 1 << prequant;
704 float ooq = 1.0f/quantize;
705 float mult = ooq*header.Range;
706 float addval = mult*(1 << (prequant - 1)) + header.DCOffset;
707
708 if (group.PatchSize == Constants.TerrainPatchSize)
709 {
710 for (int n = 0; n < Constants.TerrainPatchSize*Constants.TerrainPatchSize; n++)
711 {
712 block[n] = patches[CopyMatrix16[n]]*DequantizeTable16[n];
713 }
714
715 float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
716
717 for (int o = 0; o < Constants.TerrainPatchSize; o++)
718 IDCTColumn16(block, ftemp, o);
719 for (int o = 0; o < Constants.TerrainPatchSize; o++)
720 IDCTLine16(ftemp, block, o);
721 }
722 else
723 {
724 for (int n = 0; n < Constants.TerrainPatchSize*2*Constants.TerrainPatchSize*2; n++)
725 {
726 block[n] = patches[CopyMatrix32[n]]*DequantizeTable32[n];
727 }
728
729 Logger.Log("Implement IDCTPatchLarge", Helpers.LogLevel.Error);
730 }
731
732 for (int j = 0; j < block.Length; j++)
733 {
734 output[j] = block[j]*mult + addval;
735 }
736
737 return output;
738 }
739
740 private static int[] CompressPatch(float[] patchData, TerrainPatch.Header header, int prequant, out int wbits)
741 {
742 float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
743 int wordsize = (prequant - 2) & 0x0f;
744 float oozrange = 1.0f/header.Range;
745 float range = (1 << prequant);
746 float premult = oozrange*range;
747 float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
748
749 header.QuantWBits = wordsize;
750 header.QuantWBits |= wordsize << 4;
751
752 int k = 0;
753 for (int j = 0; j < Constants.TerrainPatchSize; j++)
754 {
755 for (int i = 0; i < Constants.TerrainPatchSize; i++)
756 block[k++] = patchData[j*Constants.TerrainPatchSize + i]*premult - sub;
757 }
758
759 float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
760 int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
761
762
763 int maxWbits = prequant + 5;
764 wbits = (prequant >> 1);
765
766 for (int o = 0; o < Constants.TerrainPatchSize; o++)
767 DCTLine16(block, ftemp, o);
768 for (int o = 0; o < Constants.TerrainPatchSize; o++)
769 wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
770
771 return itemp;
772 }
773
774 private static int[] CompressPatch(float[,] patchData, TerrainPatch.Header header, int prequant, out int wbits)
775 {
776 float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
777 float oozrange = 1.0f/header.Range;
778 float range = (1 << prequant);
779 float premult = oozrange*range;
780 float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
781 int wordsize = (prequant - 2) & 0x0f;
782
783 header.QuantWBits = wordsize;
784 header.QuantWBits |= wordsize << 4;
785
786 int k = 0;
787 for (int j = 0; j < Constants.TerrainPatchSize; j++)
788 {
789 for (int i = 0; i < Constants.TerrainPatchSize; i++)
790 block[k++] = patchData[j, i]*premult - sub;
791 }
792
793 float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
794 int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
795
796 int maxWbits = prequant + 5;
797 wbits = (prequant >> 1);
798
799 for (int o = 0; o < Constants.TerrainPatchSize; o++)
800 DCTLine16(block, ftemp, o);
801 for (int o = 0; o < Constants.TerrainPatchSize; o++)
802 wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
803
804 return itemp;
805 }
806
807 private static int[] CompressPatch(TerrainData terrData, int patchX, int patchY, TerrainPatch.Header header,
808 int prequant, out int wbits)
809 {
810 float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
811 int wordsize = prequant;
812 float oozrange = 1.0f/header.Range;
813 float range = (1 << prequant);
814 float premult = oozrange*range;
815 float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
816
817 header.QuantWBits = wordsize - 2;
818 header.QuantWBits |= (prequant - 2) << 4;
819
820 int k = 0;
821
822 int yPatchLimit = patchY >= (terrData.SizeY / Constants.TerrainPatchSize) ?
823 (terrData.SizeY - Constants.TerrainPatchSize) / Constants.TerrainPatchSize : patchY;
824 yPatchLimit = (yPatchLimit + 1) * Constants.TerrainPatchSize;
825
826 int xPatchLimit = patchX >= (terrData.SizeX / Constants.TerrainPatchSize) ?
827 (terrData.SizeX - Constants.TerrainPatchSize) / Constants.TerrainPatchSize : patchX;
828 xPatchLimit = (xPatchLimit + 1) * Constants.TerrainPatchSize;
829
830 for (int yy = patchY * Constants.TerrainPatchSize; yy < yPatchLimit; yy++)
831 {
832 for (int xx = patchX * Constants.TerrainPatchSize; xx < xPatchLimit; xx++)
833 {
834 block[k++] = terrData[xx, yy] * premult - sub;
835 }
836 }
837
838 float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
839 int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
840
841 int maxWbits = prequant + 5;
842 wbits = (prequant >> 1);
843
844 for (int o = 0; o < Constants.TerrainPatchSize; o++)
845 DCTLine16(block, ftemp, o);
846 for (int o = 0; o < Constants.TerrainPatchSize; o++)
847 wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
848
849 return itemp;
850 }
851
852 #region Initialization
853
854 private static void BuildDequantizeTable16()
855 {
856 for (int j = 0; j < Constants.TerrainPatchSize; j++)
857 {
858 for (int i = 0; i < Constants.TerrainPatchSize; i++)
859 {
860 DequantizeTable16[j*Constants.TerrainPatchSize + i] = 1.0f + 2.0f*(i + j);
861 }
862 }
863 }
864
865 private static void BuildQuantizeTable16()
866 {
867 const float oosob = 2.0f/Constants.TerrainPatchSize;
868 for (int j = 0; j < Constants.TerrainPatchSize; j++)
869 {
870 for (int i = 0; i < Constants.TerrainPatchSize; i++)
871 {
872// QuantizeTable16[j * Constants.TerrainPatchSize + i] = 1.0f / (1.0f + 2.0f * ((float)i + (float)j));
873 QuantizeTable16[j*Constants.TerrainPatchSize + i] = oosob/(1.0f + 2.0f*(i + (float) j));
874 }
875 }
876 }
877
878 private static void SetupCosines16()
879 {
880 const float hposz = (float) Math.PI*0.5f/Constants.TerrainPatchSize;
881
882 for (int u = 0; u < Constants.TerrainPatchSize; u++)
883 {
884 for (int n = 0; n < Constants.TerrainPatchSize; n++)
885 {
886 CosineTable16[u*Constants.TerrainPatchSize + n] = (float) Math.Cos((2.0f*n + 1.0f)*u*hposz);
887 }
888 }
889 }
890
891 private static void BuildCopyMatrix16()
892 {
893 bool diag = false;
894 bool right = true;
895 int i = 0;
896 int j = 0;
897 int count = 0;
898
899 while (i < Constants.TerrainPatchSize && j < Constants.TerrainPatchSize)
900 {
901 CopyMatrix16[j*Constants.TerrainPatchSize + i] = count++;
902
903 if (!diag)
904 {
905 if (right)
906 {
907 if (i < Constants.TerrainPatchSize - 1) i++;
908 else j++;
909
910 right = false;
911 diag = true;
912 }
913 else
914 {
915 if (j < Constants.TerrainPatchSize - 1) j++;
916 else i++;
917
918 right = true;
919 diag = true;
920 }
921 }
922 else
923 {
924 if (right)
925 {
926 i++;
927 j--;
928 if (i == Constants.TerrainPatchSize - 1 || j == 0) diag = false;
929 }
930 else
931 {
932 i--;
933 j++;
934 if (j == Constants.TerrainPatchSize - 1 || i == 0) diag = false;
935 }
936 }
937 }
938 }
939
940 #endregion Initialization
941 }
942}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
index acaeb90..0911f00 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
@@ -111,15 +111,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
111 111
112 SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; 112 SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
113 113
114 // We need to preserve this here because phys actor is removed by the sit.
115 Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
114 m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); 116 m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
115 117
116 // FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
117 // default avatar.
118 // Curiously, Vector3.ToString() will not display the last two places of the float. For example,
119 // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
120 Assert.That( 118 Assert.That(
121 m_sp.AbsolutePosition, 119 m_sp.AbsolutePosition,
122 Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f))); 120 Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
123 121
124 m_sp.StandUp(); 122 m_sp.StandUp();
125 123
@@ -147,9 +145,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
147 145
148 Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); 146 Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
149 Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); 147 Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
150 Assert.That( 148// Assert.That(
151 m_sp.AbsolutePosition, 149// m_sp.AbsolutePosition,
152 Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); 150// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
153 Assert.That(m_sp.PhysicsActor, Is.Null); 151 Assert.That(m_sp.PhysicsActor, Is.Null);
154 152
155 Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); 153 Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index dd27294..1e59e3f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); 62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
63 m_assetService.Store(corruptAsset); 63 m_assetService.Store(corruptAsset);
64 64
65 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 65 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids); 66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
67 67
68 // We count the uuid as gathered even if the asset itself is corrupt. 68 // We count the uuid as gathered even if the asset itself is corrupt.
69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
78 TestHelpers.InMethod(); 78 TestHelpers.InMethod();
79 79
80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
81 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 81 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
82 82
83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids); 83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
84 84
85 // We count the uuid as gathered even if the asset itself is missing. 85 // We count the uuid as gathered even if the asset itself is missing.
86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString()); 103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
104 m_assetService.Store(ncAsset); 104 m_assetService.Store(ncAsset);
105 105
106 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 106 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
107 m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids); 107 m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
108 108
109 // We count the uuid as gathered even if the asset itself is corrupt. 109 // We count the uuid as gathered even if the asset itself is corrupt.
110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2)); 110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3e074b9..fe6cb84 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
38using OpenSim.Framework; 38using OpenSim.Framework;
39using OpenSim.Region.Framework.Scenes.Serialization; 39using OpenSim.Region.Framework.Scenes.Serialization;
40using OpenSim.Services.Interfaces; 40using OpenSim.Services.Interfaces;
41using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
41 42
42namespace OpenSim.Region.Framework.Scenes 43namespace OpenSim.Region.Framework.Scenes
43{ 44{
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
83 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> 84 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
84 /// <param name="assetType">The type of the asset for the uuid given</param> 85 /// <param name="assetType">The type of the asset for the uuid given</param>
85 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
87 { 88 {
88 // avoid infinite loops 89 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid)) 90 if (assetUuids.ContainsKey(assetUuid))
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
93 { 94 {
94 assetUuids[assetUuid] = assetType; 95 assetUuids[assetUuid] = assetType;
95 96
96 if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) 97 if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
97 { 98 {
98 GetWearableAssetUuids(assetUuid, assetUuids); 99 GetWearableAssetUuids(assetUuid, assetUuids);
99 } 100 }
100 else if (AssetType.Gesture == assetType) 101 else if ((sbyte)AssetType.Gesture == assetType)
101 { 102 {
102 GetGestureAssetUuids(assetUuid, assetUuids); 103 GetGestureAssetUuids(assetUuid, assetUuids);
103 } 104 }
104 else if (AssetType.Notecard == assetType) 105 else if ((sbyte)AssetType.Notecard == assetType)
105 { 106 {
106 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 107 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
107 } 108 }
108 else if (AssetType.LSLText == assetType) 109 else if ((sbyte)AssetType.LSLText == assetType)
109 { 110 {
110 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 111 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
111 } 112 }
112 else if (AssetType.Object == assetType) 113 else if ((sbyte)OpenSimAssetType.Material == assetType)
114 {
115 GetMaterialAssetUuids(assetUuid, assetUuids);
116 }
117 else if ((sbyte)AssetType.Object == assetType)
113 { 118 {
114 GetSceneObjectAssetUuids(assetUuid, assetUuids); 119 GetSceneObjectAssetUuids(assetUuid, assetUuids);
115 } 120 }
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
136 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. 141 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
137 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. 142 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
138 /// </param> 143 /// </param>
139 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 144 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
140 { 145 {
141// m_log.DebugFormat( 146// m_log.DebugFormat(
142// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); 147// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
156 { 161 {
157 // Get the prim's default texture. This will be used for faces which don't have their own texture 162 // Get the prim's default texture. This will be used for faces which don't have their own texture
158 if (textureEntry.DefaultTexture != null) 163 if (textureEntry.DefaultTexture != null)
159 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; 164 GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
160 165
161 if (textureEntry.FaceTextures != null) 166 if (textureEntry.FaceTextures != null)
162 { 167 {
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
164 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) 169 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
165 { 170 {
166 if (texture != null) 171 if (texture != null)
167 assetUuids[texture.TextureID] = AssetType.Texture; 172 GatherTextureEntryAssets(texture, assetUuids);
168 } 173 }
169 } 174 }
170 } 175 }
171 176
172 // If the prim is a sculpt then preserve this information too 177 // If the prim is a sculpt then preserve this information too
173 if (part.Shape.SculptTexture != UUID.Zero) 178 if (part.Shape.SculptTexture != UUID.Zero)
174 assetUuids[part.Shape.SculptTexture] = AssetType.Texture; 179 assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
175 180
176 if (part.Shape.ProjectionTextureUUID != UUID.Zero) 181 if (part.Shape.ProjectionTextureUUID != UUID.Zero)
177 assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; 182 assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
178 183
179 if (part.CollisionSound != UUID.Zero) 184 if (part.CollisionSound != UUID.Zero)
180 assetUuids[part.CollisionSound] = AssetType.Sound; 185 assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
181 186
182 if (part.ParticleSystem.Length > 0) 187 if (part.ParticleSystem.Length > 0)
183 { 188 {
@@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
185 { 190 {
186 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); 191 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
187 if (ps.Texture != UUID.Zero) 192 if (ps.Texture != UUID.Zero)
188 assetUuids[ps.Texture] = AssetType.Texture; 193 assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
189 } 194 }
190 catch (Exception e) 195 catch (Exception e)
191 { 196 {
@@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
205// tii.Name, tii.Type, part.Name, part.UUID); 210// tii.Name, tii.Type, part.Name, part.UUID);
206 211
207 if (!assetUuids.ContainsKey(tii.AssetID)) 212 if (!assetUuids.ContainsKey(tii.AssetID))
208 GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); 213 GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
209 } 214 }
210 215
211 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed 216 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
@@ -214,7 +219,9 @@ namespace OpenSim.Region.Framework.Scenes
214 // Scene.EventManager is present. 219 // Scene.EventManager is present.
215// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); 220// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
216 221
217 GatherMaterialsUuids(part, assetUuids); 222
223 // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
224 GatherMaterialsUuids(part, assetUuids);
218 } 225 }
219 catch (Exception e) 226 catch (Exception e)
220 { 227 {
@@ -225,7 +232,20 @@ namespace OpenSim.Region.Framework.Scenes
225 } 232 }
226 } 233 }
227 } 234 }
228 235
236 /// <summary>
237 /// Gather all the asset uuids found in one face of a Texture Entry.
238 /// </summary>
239 private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids)
240 {
241 assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
242
243 if (texture.MaterialID != UUID.Zero)
244 {
245 GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
246 }
247 }
248
229// /// <summary> 249// /// <summary>
230// /// The callback made when we request the asset for an object from the asset service. 250// /// The callback made when we request the asset for an object from the asset service.
231// /// </summary> 251// /// </summary>
@@ -241,10 +261,12 @@ namespace OpenSim.Region.Framework.Scenes
241 261
242 /// <summary> 262 /// <summary>
243 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps 263 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
264 /// stored in legacy format in part.DynAttrs
244 /// </summary> 265 /// </summary>
245 /// <param name="part"></param> 266 /// <param name="part"></param>
246 /// <param name="assetUuids"></param> 267 /// <param name="assetUuids"></param>
247 public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) 268 //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
269 public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids)
248 { 270 {
249 // scan thru the dynAttrs map of this part for any textures used as materials 271 // scan thru the dynAttrs map of this part for any textures used as materials
250 OSD osdMaterials = null; 272 OSD osdMaterials = null;
@@ -280,7 +302,7 @@ namespace OpenSim.Region.Framework.Scenes
280 UUID normalMapId = mat["NormMap"].AsUUID(); 302 UUID normalMapId = mat["NormMap"].AsUUID();
281 if (normalMapId != UUID.Zero) 303 if (normalMapId != UUID.Zero)
282 { 304 {
283 assetUuids[normalMapId] = AssetType.Texture; 305 assetUuids[normalMapId] = (sbyte)AssetType.Texture;
284 //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); 306 //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
285 } 307 }
286 } 308 }
@@ -289,7 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
289 UUID specularMapId = mat["SpecMap"].AsUUID(); 311 UUID specularMapId = mat["SpecMap"].AsUUID();
290 if (specularMapId != UUID.Zero) 312 if (specularMapId != UUID.Zero)
291 { 313 {
292 assetUuids[specularMapId] = AssetType.Texture; 314 assetUuids[specularMapId] = (sbyte)AssetType.Texture;
293 //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); 315 //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
294 } 316 }
295 } 317 }
@@ -344,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </summary> 366 /// </summary>
345 /// <param name="scriptUuid"></param> 367 /// <param name="scriptUuid"></param>
346 /// <param name="assetUuids">Dictionary in which to record the references</param> 368 /// <param name="assetUuids">Dictionary in which to record the references</param>
347 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids) 369 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
348 { 370 {
349// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); 371// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
350 372
@@ -364,7 +386,7 @@ namespace OpenSim.Region.Framework.Scenes
364 386
365 // Embedded asset references (if not false positives) could be for many types of asset, so we will 387 // Embedded asset references (if not false positives) could be for many types of asset, so we will
366 // label these as unknown. 388 // label these as unknown.
367 assetUuids[uuid] = AssetType.Unknown; 389 assetUuids[uuid] = (sbyte)AssetType.Unknown;
368 } 390 }
369 } 391 }
370 } 392 }
@@ -374,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes
374 /// </summary> 396 /// </summary>
375 /// <param name="wearableAssetUuid"></param> 397 /// <param name="wearableAssetUuid"></param>
376 /// <param name="assetUuids">Dictionary in which to record the references</param> 398 /// <param name="assetUuids">Dictionary in which to record the references</param>
377 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) 399 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
378 { 400 {
379 AssetBase assetBase = GetAsset(wearableAssetUuid); 401 AssetBase assetBase = GetAsset(wearableAssetUuid);
380 402
@@ -389,7 +411,7 @@ namespace OpenSim.Region.Framework.Scenes
389 411
390 foreach (UUID uuid in wearableAsset.Textures.Values) 412 foreach (UUID uuid in wearableAsset.Textures.Values)
391 { 413 {
392 assetUuids[uuid] = AssetType.Texture; 414 assetUuids[uuid] = (sbyte)AssetType.Texture;
393 } 415 }
394 } 416 }
395 } 417 }
@@ -401,7 +423,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </summary> 423 /// </summary>
402 /// <param name="sceneObject"></param> 424 /// <param name="sceneObject"></param>
403 /// <param name="assetUuids"></param> 425 /// <param name="assetUuids"></param>
404 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) 426 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
405 { 427 {
406 AssetBase objectAsset = GetAsset(sceneObjectUuid); 428 AssetBase objectAsset = GetAsset(sceneObjectUuid);
407 429
@@ -430,7 +452,7 @@ namespace OpenSim.Region.Framework.Scenes
430 /// </summary> 452 /// </summary>
431 /// <param name="gestureUuid"></param> 453 /// <param name="gestureUuid"></param>
432 /// <param name="assetUuids"></param> 454 /// <param name="assetUuids"></param>
433 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) 455 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
434 { 456 {
435 AssetBase assetBase = GetAsset(gestureUuid); 457 AssetBase assetBase = GetAsset(gestureUuid);
436 if (null == assetBase) 458 if (null == assetBase)
@@ -464,9 +486,29 @@ namespace OpenSim.Region.Framework.Scenes
464 // If it can be parsed as a UUID, it is an asset ID 486 // If it can be parsed as a UUID, it is an asset ID
465 UUID uuid; 487 UUID uuid;
466 if (UUID.TryParse(id, out uuid)) 488 if (UUID.TryParse(id, out uuid))
467 assetUuids[uuid] = AssetType.Animation; 489 assetUuids[uuid] = (sbyte)AssetType.Animation;
468 } 490 }
469 } 491 }
492
493 /// <summary>
494 /// Get the asset uuid's referenced in a material.
495 /// </summary>
496 private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
497 {
498 AssetBase assetBase = GetAsset(materialUuid);
499 if (null == assetBase)
500 return;
501
502 OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
503
504 UUID normMap = mat["NormMap"].AsUUID();
505 if (normMap != UUID.Zero)
506 assetUuids[normMap] = (sbyte)AssetType.Texture;
507
508 UUID specMap = mat["SpecMap"].AsUUID();
509 if (specMap != UUID.Zero)
510 assetUuids[specMap] = (sbyte)AssetType.Texture;
511 }
470 } 512 }
471 513
472 public class HGUuidGatherer : UuidGatherer 514 public class HGUuidGatherer : UuidGatherer