diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 146 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneBase.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 202 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 1150 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/TerrainChannel.cs | 354 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/TerrainCompressor.cs | 942 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 94 |
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 | ||
28 | using OpenSim.Framework; | ||
29 | using OpenSim.Region.Framework.Interfaces; | ||
30 | using System; | 28 | using System; |
29 | using System.IO; | ||
31 | using System.Text; | 30 | using System.Text; |
31 | using System.Reflection; | ||
32 | using System.Xml; | 32 | using System.Xml; |
33 | using System.IO; | ||
34 | using System.Xml.Serialization; | 33 | using System.Xml.Serialization; |
35 | 34 | ||
35 | using OpenSim.Data; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | using log4net; | ||
42 | |||
36 | namespace OpenSim.Region.Framework.Scenes | 43 | namespace 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 | |||
32 | using System; | ||
33 | using System.Reflection; | ||
34 | |||
35 | using log4net; | ||
36 | |||
37 | using OpenSim.Framework; | ||
38 | using OpenSim.Region.Framework; | ||
39 | using OpenSim.Region.Framework.Scenes; | ||
40 | |||
41 | using OpenMetaverse; | ||
42 | using OpenMetaverse.Packets; | ||
43 | |||
44 | namespace 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; | |||
38 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
39 | using OpenSim.Region.Framework.Scenes.Serialization; | 39 | using OpenSim.Region.Framework.Scenes.Serialization; |
40 | using OpenSim.Services.Interfaces; | 40 | using OpenSim.Services.Interfaces; |
41 | using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; | ||
41 | 42 | ||
42 | namespace OpenSim.Region.Framework.Scenes | 43 | namespace 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 |